Interactions with Props
This page covers how to setup interactions which use props
These interactions have props / in-world objects as part of their animations
This means you will have to place the props, and tell the interaction to use them
How to place props
For placing the props, you will need to use World Builder
If you have not already, install World Builder, and get familiar with the basics of using it
You also need to know how to export your WB build to a native world edit
Aligning the props with the interaction's animations can be tricky, to make the process easier NIF comes with a World Builder favorites group containing ready to place alignment helpers
These also contain the correct props for the interactions
World Builder Placement Prefabs
For each interaction which uses props as part of an animation, there is a World Builder Prefab
Start by navigating to the Favorites section in WB (
Spawn New -> Favorites
)Next, expand the
Native Interactions
category headerHere you can find all the placement helpers
Spawn the one you want, either by clicking or drag and dropping it
When moving the placement helper, make sure to always move the entire group, not individual elements within it. This is to make sure that they all stay positioned the same relative to each other.
Now you can move the newly spawned group into position

Assigning NodeRefs
NodeRefs are unique strings used by the game to reference a Node, or in our case a prop for an interaction
For each element in the placement group, which says
ASSIGN_NODEREF
, do the following:Select it
Expand the
World Node
headerAssign a unique NodeRef (You can use the auto-generate button)
Nodes / Props will only be able to be resolved from their NodeRef (And usable for the interaction) once the group has been converted to a native world edit

Once you have assigned the NodeRefs, go ahead and convert the group to a native world edit
After a quick game restart, you can now copy the NodeRefs over to NIF, and should see the icon to the right become green
Copying Workspot Position
To now make sure that the animation will play in the correct position, select the
Workspot_Position_And_Rotation
elementCopy its position and rotation from under the
Transform
header over to the Workspot Position controls in the NIF window

Recap
You should now have:
Spawned and positioned (As a whole group) an alignment prefab in WB
Assigned unique NodeRefs to all the props
Copied the NodeRefs over to NIF
Copied the position and orientation from the WB helper marker element over to NIF
Converted the WB group to a native world edit
For interactions which use props, but not as part of an animation (Thus their position is irrelevant), you can simply spawn them where ever you want with WB, assign a NodeRef, convert to native edit, and link
E.g. The TV for the sit and TV control interaction)
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