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[Unofficial] Hdt Physics Extension Tutorials - Under Construction

HDT HydrogensaysHDT Physics Havok 3DSMax Guide Tutorial

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66 replies to this topic

#21
blabba

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What does "drag" mean in the final outcome? Does friction only affect collision or is that also modeling air friction? If it's the former and not the latter then I would expect a moving object (a flag, let's say) would not be distorted by movement, only whatever inertia the mass lets it have, but if friction creates a sense of drag then the moving flag would constantly flap even after inertia bled off. Or, am I off-base and friction only affects whether the flag would flow over a hand like water, or flow over a hand like a piece of cloth being lightly tugged by the friction of the object touching it?

 

I would sure like some more elaboration on "Changing [mass] will affect movement." In what way? What's the center of mass do, and the inertia tensor? What is the orientation of each axis when looking at an object, and if it can't be obvious (for instance, an earring) how can you determine that? How much mass is "lots" or is there some sort of way to tell how a change to mass will affect an object? Is mass all relative, or does a 10-ton dress basically not move when the wearer does?

 

In terms of HDT, friction only refers to how one collision object interacts with another.

The HDT physics world (in this case) doesn't have 'air'.
 

Changing mass will effect movement in that, virtually all physics equations require a mass.

Depending on the calculations, and the the constraint limits as well as other factors, the difference might be a lot or not.

It's required for this value to be greater than 0 if you want to see any movement though (otherwise you would the physics calculations and end up with a static object)

 

Inertia tensors do exactly as what they state, the y control the inertia amounts in the various directions, I feel like I posted a wiki link explaining how it works.

 

I found out that trying to figure out the orientation of each axis manually in JFF is impossible. As the xml's do not store bone pivots.

All I can say is, you'd need to load up the mesh in 3dsMax or Blender, select the bone, and see which way the pivot point is facing.

 

Mass is relative to all the other constraints and limits.


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#22
foreveraloneguy

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If I may, I would like one simple tutorial; what do each of the axes correspond to? I know it's Cartesian, but the alignment is not from the front it would seem. Or maybe it is, and I'm missing it. So I'm looking for a simple x=?, y=?, z=? explanation. In other words, at the level of "increase x for more front/back bounce", etc.


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#23
blabba

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If I may, I would like one simple tutorial; what do each of the axes correspond to? I know it's Cartesian, but the alignment is not from the front it would seem. Or maybe it is, and I'm missing it. So I'm looking for a simple x=?, y=?, z=? explanation. In other words, at the level of "increase x for more front/back bounce", etc.

 

Which is virtually impossible for me to tell you because the axis can be pointing any which way depending on how the original author rotated and moved the pivot of the object.

 

Now usually, the pivot is facing the same way as the bone's in nifskope and dependant on the constraint type.Maybe Daiemonic or CLP2011 might know for the default BBP .xml on which way the pivots are pointing.


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#24
foreveraloneguy

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To clarify a bit, I'm just looking for bodies. Are you saying that, for example, the breast and prebreast bones can have pivots in multiple directions?


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#25
blabba

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To clarify a bit, I'm just looking for bodies. Are you saying that, for example, the breast and prebreast bones can have pivots in multiple directions?

 

They can be any which way yes,

 

If I remember correctly though, the stuff for breasts was standard math coordinate system.

 

 

So, Z is up/down, X is right/left, and Y is in/out.

 

Though this could be different per file or skeleton.

To be 100% sure just look up the bone pivot axis on the skeletonfemale.nif and it'll follow those directions.
 


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#26
Elewyt

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I have some problems while trying to achieve what I want. 

Some screenshots of my problem: Galery

As you can see, the breasts kind of stick away from the body and I just can't figure out what I have to change with JFF to let them hang more.

Can someone help me please?


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#27
foreveraloneguy

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Well, I finally figured it out, at least for groovetama's skeleton. Z is up/down, Y is left/right, and X is in out.

 

Elewyt, look at your spring constant values under constraints.


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#28
Elewyt

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@foreveraloneguy: Thank you, although that wasn't really the problem. I just had to change the pivot under the contraint settings

 

But now I do have another question. Everything is fine, except when I start to run then the breasts of my character get pressed flat. How can I prevent that?


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#29
blabba

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@foreveraloneguy: Thank you, although that wasn't really the problem. I just had to change the pivot under the contraint settings

 

But now I do have another question. Everything is fine, except when I start to run then the breasts of my character get pressed flat. How can I prevent that?

 

limit the constraints in that 1 direction (You'll have to experiment with what direction that is)

 

edit: if it's groovy's skeleton it should in theory be -x axis that you should reduce constraint in. According to foreveraloneguy's data.


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#30
AwfulArchdemon

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Blabbaaaaa! :lol: I'm all over hdt pretty soon here. I wanna make some hair bounce this time. (get it?) :P

 

Glad as hell to see this thread here. I'll be watching. :)


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#31
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Sry if missing the posty where it was explained, but what are "constraint" settings in JFF?  Are they the inertial tensors or the capsule vertex XYZs?  Or is there something I missed?  :/    I change tensors and it d/n save settings.  Needs mass for those?  Needs to be diagonally same number in X Y Z going down from top left to lower right?  I nvr saves unless I do this.

 

Tryin to get belly to move a little up and down and a lot in and out, but no side to side, and not have over jiggle like an echo when colliding, but wow when I fix it I just make it worse and worse in other things and have to go back to backup a lot  >.<   Sort of not bad now but it has like a spikey belly button when it moves and still spazs out flying around jaggy like a laser when collision happens.  Tried increase capsule radius of belly or prebelly to make it not spiky (IDK if that weven is right thing to do that; figured bigger means more rounded less spiky), but just make it start colliding with other stuff I think because it justs jiggles for no reason then even when not moving.

 

Thx for any help, guys.  P.S. if there's a thread that answers all this, a link would do fine  ;)  Tyty!


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#32
freemason

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hi please someone help me i use cbbe but breast are static what should i do ?


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#33
Dubhorizon

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Thank you for this guide! Apart from tweaking for perfect breast and butt and belly bounce and collision with hands, it can be used to tweak the latest HTD weapon sling's very bouncy bow and greatsword.


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#34
azmodan22

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Very nice post. 

How easy will it be to make a guide on how we can convert hair or maybe armor to "HDT Ready". I imagin basic knowledge of a 3d software would be required in order to create the collision mesh..


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#35
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Very nice post. 

How easy will it be to make a guide on how we can convert hair or maybe armor to "HDT Ready". I imagin basic knowledge of a 3d software would be required in order to create the collision mesh..

 

TBH it'd be a bit hard, but there are already other somewhat good resources available for those types of tutorials:

 

http://www.loverslab...-tools-for-3ds/

 

HDT tutorials by canderes:

 

http://www.loverslab...max-and-skyrim/


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#36
nutluck

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Ok this and the other guides helped a lot, after a lot of work I finally got everything working. I am using a xml file from HDT Breast and Butt Bounce Physics mod for general movement and the breasts are perfect but for me the butt keeps moving for way to long afterwards.

 

So i would like to reduce the movement especially how quickly it stops.

 

Now assuming I am understanding this correctly what I want to change is the NPC L Butt and the NPC R Butt and not the NPC L PreButt and NPC R PreButt correct?

 

Assuming I am correct with that, then what I want to change is the NPC L Butt and NPC R Butt, Linear Damping and Angular Damping. The closer to 1.0 the less movement after the first yes? Currently they are set to Linear 0.75 and Angular 0.296. So if I change them so they are both at 0.75 that will greatly reduce the after effects of the rotation correct?

 

I think I have this figured out but want to be sure before I start making changes that I am not completely wrong.


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#37
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Yea.


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#38
nutluck

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Yea.

 

Ok cool thanks, then your guide was a success cause in the end I did understand it. :)


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#39
nutluck

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I have a question of curiosity, in the xml file I am using it has gravity set to 1.0 but if your guide you said it should be set to 9.8. Well that is a huge difference what exactly would this do if anything being off that much?

 

My final question is just what is the difference between say NPC L PreBreast and NPC L Breast?


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#40
blabba

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I have a question of curiosity, in the xml file I am using it has gravity set to 1.0 but if your guide you said it should be set to 9.8. Well that is a huge difference what exactly would this do if anything being off that much?

 

My final question is just what is the difference between say NPC L PreBreast and NPC L Breast?

 

Gravity is hardcoded into the plugin.

 

The XML gravity is how much does the force of gravity act on the object.

1.0 being full gravity.

 

Keep it at 1.0, as it dictates overall movement (not just downward movement as you would think)


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