Object Settings

Last Built: Apr 27, 2021

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Mesh Geometry Properties

Object Settings

This section will take you through the base settings required for your model.

BSX

BSX is a flagging variable that determines how havok will interact with the object:

Setting

Value

Havok

1

Collision

2

Is armiture (?)

4

Enable Animation

8

Flame Nodes

16

Editor marker present

32

Example:

To enable havok and collision the value would be 3.

Note

The value is equal to the sum of all items that are enabled.

BS Inventory Marker

BS Inv Marker* sets the x, y, z rotation and zoom level of objects for the in-game inventory display in games that *support the property.

  1. With Blender in Object mode, open the BS Inv Marker property window and click “+”.

Note

This should only be applied to the Root object.

For rigged meshed this should be applied to the armature. For non-rigged objects it should be applied to the Mesh object.

  1. Apply desired values to x, y, z to set the preferred rotation.

    1. Set view to back view and use rotation to achieve the preferred object orientation.

    2. Copy the values from the rotation display into the x, y, z lines for BS Inv Marker.

    3. Delete the decimal and remove any numbers to the right of the fourth digit.

    4. Press Alt + R to reset the object rotation back to 0

  2. Apply desired value to zoom

    1. A value of 1 for zoom is the default, lower values .99 to .01 decrease the item size in the menu.

Note

Rigged objects that use this value may also use InvMarker Bones.

UPB

The UPB is a group of values contained in a single data string. Its use is unknown at this time.

Niftools uses the following values as default for this item:

Setting

Value

Mass

0.000000

Elasticity

0.300000

Friction

0.300000

Unyielding

0

Simulation_Geometry

2

Proxy_Geometry

<None>

Use_Display_Proxy

0

Display_Children

1

Disable_Collisions

0

Inactive

0

Display_Proxy

<None>

Settings

First, we complete the object panel:

  1. The Nif Root Node determines the kind of block used at the nif’s root.

    Select one from the drop-down box.

  2. The BS Num UV Set is ????????. Set it to an appropriate number.

  3. The UPB’s use is currently unknown. It is recommended you leave it at the default value.

  4. Set your BSX Flags.

  5. The Consistency Flag is ????????. Select one from the drop-down box.

  6. The Object Flag is ???????. Set it to an appropriate number.

  7. The Nif Long Name is ???????. Set it to an appropriate string.

Node Types

Blender empties can represent various NIF node types, and are selected according to the following criteria:

  • In the ‘Object Constraints Panel’, add a ‘Track To’ object constraint to create a ‘NiBillboardNode’ that always faces the camera.

  • Add a custom property to create a ‘NiLODNode’. Set Near extent and far extent as properties on the Lod controller’s children.

  • Select the root node type from the dropdown menu.