Object Settings

Last Built: Sep 25, 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 (i.e. from positive Y-axis)

    2. Set the rotation of the root node to ZYX and use rotation to achieve the preferred object orientation.

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

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

    Due to the way this is stored in the nif format (integers rather than floats), repeated import and export may lead to some deviation from the origina value. However, this should be minor.

  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 Weapon Location determines where on the body the object is equipped, for Oblivion, Fallout 3 or Skyrim. Set it to an appropriate setting, or leave to NONE if not applicable. Not every game has specialised values for every setting. For example, Fallout 3 does not have slots for a bow.

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

  4. Set your BSX Flags.

  5. Select a Consistency Flag from the drop-down box. See this comment for discussion of what they might do.

  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.