Difference between revisions of "Talk:TranslateTo - ObjectReference"
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Talk:TranslateTo - ObjectReference (edit)
Revision as of 11:39, 3 February 2015
, 11:39, 3 February 2015no edit summary
imported>DavidJCobb |
imported>Jaxonz |
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It's an ArcheryTarget - could it be because it's supposed to be static object?-- Umprie | It's an ArcheryTarget - could it be because it's supposed to be static object?-- Umprie | ||
:Yes, that's probably why. If you want the collision to update properly, you would need to edit the nif file containing the model and change the value for the BSX flags. --[[User:Fg109|Fg109]] 16:17, 12 April 2012 (EDT) | :Yes, that's probably why. If you want the collision to update properly, you would need to edit the nif file containing the model and change the value for the BSX flags. --[[User:Fg109|Fg109]] 16:17, 12 April 2012 (EDT) | ||
:I haven't experienced this for myself, but some of my users report back that collision box weirdness resulting from moving statics with TranslateTo is temporary and resolved on cell load. So exit cell, then ~pcb should fix it; or even just save, quit, reload game. --[[User:Jaxonz|Jaxonz]] ([[User talk:Jaxonz|talk]]) 2015-02-03T11:39:55 (EST) | |||
To get Static object collisions to work with TranslateTo (to avoid leaving them behind as you describe), you must edit the bhkRigidBody settings in NifSkope to change: | To get Static object collisions to work with TranslateTo (to avoid leaving them behind as you describe), you must edit the bhkRigidBody settings in NifSkope to change: | ||
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afAngleY is likewise relative to the object itself, however afAngleX does use world absolute angles. It is uncertain why this inconsistency exists. | afAngleY is likewise relative to the object itself, however afAngleX does use world absolute angles. It is uncertain why this inconsistency exists. | ||
--[[User:Jaxonz|Jaxonz]] ([[User talk:Jaxonz|talk]]) 2015-02-03T11:39:55 (EST) | |||
:My tests indicate that TranslateTo's angle parameters function exactly as they should. Skyrim uses extrinsic (world-relative) ZYX rotations. Objects always rotate around ''the world's'' axes, not their own axes. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2015-02-02T20:54:21 (EST) | :My tests indicate that TranslateTo's angle parameters function exactly as they should. Skyrim uses extrinsic (world-relative) ZYX rotations. Objects always rotate around ''the world's'' axes, not their own axes. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2015-02-02T20:54:21 (EST) |