Difference between revisions of "Bethesda Tutorial Clutter"

379 bytes added ,  04:40, 28 February 2012
→‎Animating Objects: It's important never to rest non-movable statics ontop of movable objects.
imported>Catwheezle
(→‎Physics Settling: can be used with some statics, too...)
imported>Catwheezle
(→‎Animating Objects: It's important never to rest non-movable statics ontop of movable objects.)
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Image:ClutterBanenr01.jpg|<b>Fig. 3.18</b>: <br>GenericBannerBlue01
Image:ClutterBanenr01.jpg|<b>Fig. 3.18</b>: <br>GenericBannerBlue01
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{{ProTip|It's important never to rest non-movable statics ontop of movable objects. '''FXFireWithEmbersHeavy''' looks quite nice in a '''RuinsPot''' - but this would be a mistake. The player can move the RuinsPot, and the fire would look very wrong. This is the type of situation where a static version of a movable object comes in handy - '''RuinsPotStatic''' in this case.}}


{{NewFeature|Corpses can also be placed using physics settling.  Unlike previous Bethesda toolsets, however, simply setting the health of an actor doesn't actually cause it to be dead at game time.  In order to mark an actor dead (and, in turn, allow it to be settled in-editor), check the '''"Starts Dead"''' checkbox on the reference properties.  This is visible in the grayed-out area of ''Fig 3.16'', just above "OK" and "Respawns".}}
{{NewFeature|Corpses can also be placed using physics settling.  Unlike previous Bethesda toolsets, however, simply setting the health of an actor doesn't actually cause it to be dead at game time.  In order to mark an actor dead (and, in turn, allow it to be settled in-editor), check the '''"Starts Dead"''' checkbox on the reference properties.  This is visible in the grayed-out area of ''Fig 3.16'', just above "OK" and "Respawns".}}
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