Collision Settings

Last Built: Apr 27, 2021

Collision Settings

The following section details the setting which need to be applied to the collision body to react appropriately in the collision simulation.

A lot of these setting are Havok-specific. We’ve mapped them to Blender’s collision simluation wherever possible.

Enabling Rigid Body Collisions

First, we enable Rigid Body Collision for the selected collision Object:

  • In the Physics tab, click on Rigid Body to enable.

  • Meshes with collision enabled will be exported as a collision object rather than a NiTriShape.

  1. Go to the Physics tab in the Properties area.

  2. Click on Rigid Body to enable this modifier.

Rigid Body Panel

The Rigid Body Panel is contains the properties to define how the object will react in the physics simulation.

Settings Section

Mass property used to give the collision object some weight

Collision Section

Shape is used to map to various collision types. The following table shows what they will map to. A combinaion of the type and Blender object name is used to define the output type.

Blender

Blender Object Name

Nif

`Triangle Mesh Collision`_

RootCollisionNode

bounding_box

`Box Collision`_

BSBound

BSBound

`Box Collision`_

BoundingBox

NiNode

  • Oblivion, Fallout 3, and Fallout NV use bhk-based shapes

Blender

Nif

`Box Collision`_

bhkBoxShape

`Sphere Collision`_

bhkSphereShape

`Capsule Collision`_

bhkCapsuleShape

`Convex Hull Collision`_

bhkConvexVerticesShape

`Triangle Mesh Collision`_

bhkMoppBvTreeShape

Surface Response Section

In the Surface Response section the following are mapped to nif properties

  • Friction : How smooth its surfaces is and how easily it will slide along other bodies

  • Restitution : How “bouncy” the body is, i.e. how much energy it has after colliding. Less than 1.0 loses energy, greater than 1.0 gains energy.

Sensitivity Section

In the Surface Response section, enable the collsion margin.

  • Margin : This is an area around the mesh that allows for quick but less accurate collision detection.

Dynamics Section

In the Surface Response section, the following are mapped to nif properties:

  • linear_damping : Reduces the movement of the body over time. A value of 0.1 will remove 10% of the linear velocity every second.

  • angular_damping : Reduces the movement of the body over time. A value of 0.05 will remove 5% of the angular velocity every second.

Enable the Deactivation checkbox to access the following settings:

  • Deactivate Linear velocity : Linear velocity

  • Deactivate Angular Velocity : Angular velocity

Custom Niftools Settings

The following describe custom Nif-specific settings that don’t map directly to Blender settings currently:

Todo

A lot of the items below need to be better-defined.

The Havok Material decides how the material should behave for collisions, e.g., sounds, decals, etc.

  • Select a Havok Material from the drop-down box.

The Collision Filter Flags determines…things.

  • Set the Col Filter to the appropriate number.

The Deactivator Type determines…things

  • Select a Deactivator Type from the drop-down box.

The Solver Deactivator determines…things.

  • Select a Solver Deactivator from the drop-down box.

The Quality Type determines…things.

  • Select a Quality Type from the drop-down box.

The Oblivion Layer determines…things.

  • Select an Oblivion Layer from the drop-down box.

The Max Linear Velocity determines the maximum linear velocity this collision object may have.

  • Set the Max Linear Velocity to the appropriate number.

The Max Angular Velocity determines the maximum angular velocity this collision object may have.

  • Set the Max Angular Velocity to the appropriate number.

The Motion System determines…things.

  • Select a Motion System from the drop-down box.