BadDogSkyrim / PyNifly

Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
GNU General Public License v3.0
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Any possibility of rigid body constraints? #165

Open Arkanu-of-Galatiel opened 1 year ago

Arkanu-of-Galatiel commented 1 year ago

One thing I've noticed is that if I import a mesh where there's a series of bones containing collision shapes and those shapes are in turn linked to constraints, the constraints don't make it into blender when importing. (The mesh in question was a custom amulet's ground model, with collision being handled similar to how amulets in oblivion were handled: collision shapes attached to a string of bones and linked by hinge constraints, and the actual model was skinned to the bones)

However, I do have concerns as to whether this is even possible, and if not, I apologize for any inconvenience.

BadDogSkyrim commented 1 year ago

What game? rigid body nodes are handled now, but most constraint nodes are maybe not. Point me at a nif and I can look.

Arkanu-of-Galatiel commented 1 year ago

I'm working on a nif for Skyrim SE. The reference I was using for collision was the silver amethyst amulet (GO) from the immersive jewelry mod. When I imported it, I didn't see anything that looked like a limited hinge constraint (which is what's in the nif).

I just tested by importing the amethyst amulet nif and exporting as an SSE nif (with rename bones and preserve bone hierarchy enabled). Opening it up in nifskope (2.0dev7) showed only two box shapes instead of three, with one of them being positioned incorrectly. Here's the original: Amulet Original Nif Here's the exported version I did for testing: Amulet Exported Nif