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Comment: Added section on pivot/origin and creature collision bugs

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  1. change your mesh type from (trimesh/skinmesh/animmesh/whatever it may be) to Danglymesh (in Blender this is done via a dropdown menu in the Object Properties - Aurora Mesh Properties - Trimesh Properties rollout)
  2. select all the verteces of your object (you will need to use Edit Mode if using Blender), and assign them to a vertex group (this is done in the Object Data Properties rollout in blender)
  3. set the weight of your vertex group to 0.0, in order to set yourself up properly to start painting verteces - in Blender make sure to click 'assign' so that the weight is applied to your vertex group
  4. paint your vertex weights; in Blender this is done in the Weight Paint mode
  5. after having painted your vertex weights, make sure you have set the object-wide danglymesh properties (Period/Tightness/Displacement) as you wish them to be set (in Blender this is done in the Object Properties - Aurora Mesh Properties - Danglymesh Properties rollout)
  6. that's it!

A note on danglymesh collision animations (aka what to do if your danglymesh is flying everywhere when a character is near it)

Danglymesh is animated not only by the wind in an area, or the movement of the danglymesh object itself or its parent, but also by collision with creatures and possibly other in-game objects (perhaps even placeables; not known by this author), as well as by explosions and other such forces.

This can cause issues; for example, you may find that if a creature runs into a placeable or tile object, or door, that has danglymesh, then the danglymesh starts flapping around wildly when the creature's bounding box makes contact with the mesh.

You need to be aware that NWN seems to work out whether something is colliding with a danglymesh based on where that danglymesh object's pivot point (or in Blender terminology, Origin) is located. Whether the pivot/origin is just taken as the centre point of a bounding box of some sort, or whether it only detects when a creature or object intersects with the actual position of the origin/pivot, I do not know.

For example, if you have a curtain door which uses danglymeshes for the curtain objects, but the origin/pivot point of those danglymesh curtains is not within the curtain meshes themselves somewhere but is instead sitting at the central point of the entire door object (i.e. on the floor in the middle of the doorway space)... you will probably see the danglymesh curtains flap around wildly any time a creature passes through the open doorway. Why? Because the creature is making direct contact with the origin/pivot of the danglymeshes, so NWN believes the creature has essentially crossed through the danglymesh.

How to avoid creature collisions causing wild flapping danglymeshes

I have found that with a door I made, I could simply put the origin/pivot of the danglymeshes up at the top of the danglymesh objects - the locations of the origin of all the danglymeshes for the door were all therefore some height above ground level; at least 2.3 metres in fact. This seems to prevent the danglymesh going wild even if a creature runs directly into the danglymesh door objects. This may be because the origins are not on the ground so a creature could never be standing on top of/be essentially in the middle of or surrounding the pivots/origins of the danglymeshes. Or it could be because no part of the bounding boxes of the creatures I tested with were ever able to actually come into contact with the pivot/origin of the danglymeshes. In any case, making sure the pivots/origins were not on the floor where a creature could walk over them or into them, seemed to prevent the problem.

Object-wide danglymesh properties

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