zzz72w3r Posted October 27, 2014 Posted October 27, 2014 New from the HDT PE author HydrongenSaysHDT:  http://bbs.3dmgame.com/thread-4497700-1-1.html  I am no modder and have no idea what it does but surely people here will be interested in its development.  NOTE: author warns that the preview is for developers only and it could conflict with HDT PE and XPMS skeleton.
Alan47 Posted October 27, 2014 Posted October 27, 2014 The way I understand it is that it's some new kind of editor for the HDT physics XML file. But the author also writes about some new constraints and stuff... well, google translate isn't perfect so I can't really understand what's going on, but based on the screenshots it seems it's going to be some software tool. Â Definitly interesting. If HydrogensaysHDT produces something new, I'm in
Groovtama Posted October 27, 2014 Posted October 27, 2014 Does the same thing as HDT, different Syntax of xml files, new different way to attach xml files to bodies, no collision atm(?). That's so all what I see on one glance.
zzz72w3r Posted October 27, 2014 Author Posted October 27, 2014 I translated as much as I can from the main post, but to be honest most of the stuff I have no clue whether in original Chinese or in English via Google Translate.  Stuff in () are my words not author's:  >>> No fixed time line for future updates The download link includes a demo ChinaDress Not recommended for non-developers Based on bullet2.82 Added experimental BBP recognition/embedding (?) For the time being only with cloth support For the time being only support btGeneric6DofSpringConstraint Very likely to conflict with HDT PE (the wording implied the new system is replacement for HDT PE currently in use) Very likely to conflict with XPMS  Simplified document format (I am assuming she's referring to the new xml) Simplified collision filter(?) Only support skin rigid body, in another word, the model itself is the collision body (?)  Added NiStringExtraData Havok via model vertices (?) Name is HDT Skinned Mesh Physics Object String Data is data path of xml doc For example, meshes\clothes\NPRChinaDress\NPRChinaDress.xml Regarding BBP embedding (?) Modified SKSE\plugins\hdtSkinnedMeshConfis\defaultBBP.xml to modify embedded(?) BBP projection action (?) If equipment does not have bundled physics or bundle failure, it will enter embedded/implied BBP bundling: 1. scan NiTriShape 2. If NiTriShape name is registered, add Havok object to equipment, stop scanning. In CBBE, NiTriShape names are all BaseShape but UNP derivatives are chaos, weight 0 and 1 even have different names.... 3. In addition....The embeded(?)BBP now has collision enable... >>>  This is the best I can do and I have no clue regarding most of the stuff I wrote above.  Regarding the last point, maybe Blabba should take a look to see if this will affect CITRUS....
RomeoZero Posted October 27, 2014 Posted October 27, 2014 Yes !! finally with preview and many candy's  !!
blabba Posted October 27, 2014 Posted October 27, 2014 Ahh very cool,  It implements canderes' oft requested mesh type Rigid bodies  Your rigid bodies are now your actual mesh object (this could be good and bad under certain circumstances I guess)  Sounds like hydro implemented collisions injecting via xml pathing.  Custom simplified XML layout. Which IMO makes it harder for the actual modders. (I think Hydro plans on making their own custom toolkit for modders though) Currently limited constraint choices, which is to be understood since it's a preview.  Downsides are no longer exporting directly from Havok Tool Utilities in 3dsmax/Maya etc... Old hdt stuff need to be converted to new format etc..  Oh and here's the killer, it's not based off of Havok shit anymore Seems like Hydro used the Bullet Libraries instead of offloading things via Havok (dunno, I'd have to look at source to figure more out but that's the feeling I get is what happened) Depending on how many features of the bullet libraries and how good hydro's physics is we could start seeing a lot more functionality/constraints etc... from this version in the future.  edit: Took a look at meshes, and well unfortunately it seems like any and all collideable objects must be contained in the nif and that it is still bone based. Makes the nifs a tad bit messier. Â
27X Posted October 27, 2014 Posted October 27, 2014 Essentially it turns the entire character/cloth mesh into a deformable physics object; the end user will decide impulse strength, node moving and friction control with the new overlay; the new overlay/utility compiles an xml controller file, but it also has a default "vanilla" system for generic bone and node interaction/constraining as long as the body is CBBE and the naming convention she's chosen so far is applied.  Certain parts of the nif will automatically get native collision support as long as the nif is named under whatever convention she's choosing.    offloading things via Havok The translation there is super nebulous, but it appears to be based on Bullet interactions.
Guest Posted October 27, 2014 Posted October 27, 2014 In olain english?What should we expect?I mean current a HDT PE offers cloths that move (but from what i have seen with major clipping issues), hair that moves (though only the ponytails and yuu's merida hair seem to work nice), breast physics and the effect from the HDT equipment. Should we expect in the long run something like this? http://www.youtube.com/watch?v=YaTsRkrYrGo or even better something like this (for clothes hair and breast physics ) http://www.youtube.com/watch?v=Z7y8XsX0p9M
blabba Posted October 27, 2014 Posted October 27, 2014   offloading things via HavokThe translation there is super nebulous, but it appears to be based on Bullet interactions.  Yea took a look through the Havok free API, nowhere does it include allowance of custom formatted physics definitions (xml or other file type wise) It also explains why all the preview XML's were watermarked by an external XML C++ library instead of nothing being there or the havok xml identifiers  In olain english?What should we expect?I mean current a HDT PE offers cloths that move (but from what i have seen with major clipping issues), hair that moves (though only the ponytails and yuu's merida hair seem to work nice), breast physics and the effect from the HDT equipment. Should we expect in the long run something like this? http://www.youtube.com/watch?v=YaTsRkrYrGo or even better something like this (for clothes hair and breast physics ) http://www.youtube.com/watch?v=Z7y8XsX0p9M  We're done with Havok (Modders rejoice!) The new plugin uses Bullet libraries (which are what most 3D editing programs come equipped with by default)  so something more like this: https://www.youtube.com/watch?v=n0uvp-sn0LI  Basically, if Hydro so chose to, all the physics simulation capabilities of vanilla 3D editors could be accomplished in-game. Like SoftBody physics, etc...
HydrogensaysHDT Posted October 28, 2014 Posted October 28, 2014    offloading things via HavokThe translation there is super nebulous, but it appears to be based on Bullet interactions.  Yea took a look through the Havok free API, nowhere does it include allowance of custom formatted physics definitions (xml or other file type wise) It also explains why all the preview XML's were watermarked by an external XML C++ library instead of nothing being there or the havok xml identifiers  In olain english?What should we expect?I mean current a HDT PE offers cloths that move (but from what i have seen with major clipping issues), hair that moves (though only the ponytails and yuu's merida hair seem to work nice), breast physics and the effect from the HDT equipment. Should we expect in the long run something like this? http://www.youtube.com/watch?v=YaTsRkrYrGo or even better something like this (for clothes hair and breast physics ) http://www.youtube.com/watch?v=Z7y8XsX0p9M  We're done with Havok (Modders rejoice!) The new plugin uses Bullet libraries (which are what most 3D editing programs come equipped with by default)  so something more like this: https://www.youtube.com/watch?v=n0uvp-sn0LI  Basically, if Hydro so chose to, all the physics simulation capabilities of vanilla 3D editors could be accomplished in-game. Like SoftBody physics, etc...   sorry but SoftBody need vertices animation(morph?), which I don't know how to use in Skyrim. this plugin is a "rigidbody system with softbody collision". It's a new idea so I have to design my own file format. Â
blabba Posted October 28, 2014 Posted October 28, 2014 Â sorry but SoftBody need vertices animation(morph?), which I don't know how to use in Skyrim. this plugin is a "rigidbody system with softbody collision". It's a new idea so I have to design my own file format. Â Â Just a request, but whenever you think your far enough along in terms of finishing your new file format, if you could write a quick doc/guide on the format, it'd be nice because then I could make some 3dsmax scripts to export directly to the new format. Â I guess true softbody physics would be too FPS intensive. Do you have a link to the Bullet API docs? I can't seem to find stuff on Constraints and such.
zzz72w3r Posted November 15, 2014 Author Posted November 15, 2014 Someone at 3DM posted a gif of the demo skirt of the new HDT-SMP system:  http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=4519928&extra=page%3D1%26filter%3Dauthor%26orderby%3Ddateline%26orderby%3Ddateline  Can someone explain the technical significance of this? All I can tell is that it's very cool.
Changer Posted December 1, 2014 Posted December 1, 2014 wait, did i get that right? with this new system it does not matter how exacly a mesh is weight painted? it just deforms the mesh without using bones?
blabba Posted December 2, 2014 Posted December 2, 2014 No, Â Hydro explicitly stated that this does not do vertex morphs. Â It still follows the bone/weight format.
zzz72w3r Posted December 13, 2014 Author Posted December 13, 2014 Someone at 3DM released a comp between HDT-PE and HDT-SMP skirts:  http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=4551987&extra=page%3D1%26filter%3Dauthor%26orderby%3Ddateline%26orderby%3Ddateline  It's in Chinese but the top video is HDT-SMP and the bottom is HDT-PE.Â
Kissinger Posted December 14, 2014 Posted December 14, 2014 Is HDT-SMP backwards compatible with HDT-PE? Â Would .xmls for individual outfits/hairs/whatever needed to be edited to be compatible, or does this require new mesh weighting, or...?
reibushido Posted December 15, 2014 Posted December 15, 2014 Is HDT-SMP backwards compatible with HDT-PE? Â Would .xmls for individual outfits/hairs/whatever needed to be edited to be compatible, or does this require new mesh weighting, or...? Â It is not backwards compatible. Hydro says that the format is so different that anything made for HDT-PE would have to be reworked to be even compatible with HDT-SMP. So unlike the change from (T)BBP to HDT, this one wont be as smooth. The same link given earlier to showing the two skirts, one for each system, has a statement from the video poster that translates to this: "1: Because HDT Skinned Mesh Physics and HDT Physics Extender is not compatible, so this equipment is also Physics can not be compatible with the HDT Extender" Unfortunately, they don't go into much detail as to why, at least nothing that's understandable using translation software. Something about hingeconstraint and bird-like, I assume that's just a translation error... Â Starting from scratch then if you want to move to HDT-SMP. I'll wait till there is a bigger support base for it.
Vortec Posted December 15, 2014 Posted December 15, 2014 Â I've read that too, so in other words you can have jiggly boobs or floppy clothes but not both at same time?.
reibushido Posted December 15, 2014 Posted December 15, 2014 No, I think it means more so that if you want to keep the HDT effects we have now, then the bodies and clothes have to be reworked to match the new physics created by HDT-SMP. Whether that means re-weighting the meshes, reworking the xml files, a combination of that, or even more work, I unfortunately have no idea. Only recently got into modifying some mods to suit my needs, but HDT-PE is still beyond me, and the differences on the modders side between the two I couldn't answer.  Xuniana might be able to shed some more light on this, as (s)he has a HDT-SMP dress available here in the Non-Adult mod section. If they know what it takes to make something with HDT-PE, perhaps they could shed some light on what would be needed by modders, or even active players, to change over what we already have.  http://www.loverslab.com/topic/40488-hdt-smp-fox-41-new-hdt-plugin-clothse/
RomeoZero Posted December 15, 2014 Posted December 15, 2014 Shame there is no normal info for us, how to work with it ?Â
ancat Posted December 15, 2014 Posted December 15, 2014 no backwards compatibility is problematic; we'd lose too much (hair/clothes/earrings/equipment hdt) for PC and NPCs to make it worth transitioning, until such a time as many of these things are also available with HDT-SMP. but who will develop them if no one is using it?   chicken/egg. might need co-ordinated effort to upgrade hdt bits, or a simple auto routine to convert them...  or on the bright side, it's possible it will make ambitious HDT (flowing clothes, et al) much easier to implement. which would encourage more HDT quickly (if you don't have to worry about body collisions, ie. they are handled, then it must make it easier). would be interested to hear views of anyone who's played with it significantly to date.
Groovtama Posted December 15, 2014 Posted December 15, 2014 It's a Developer Preview, developer know how to get both running. SMP can coexist with PE, you just need to know how and SMP will be slowly repalcing PE for Body\Hair\Cloth Physic in the future, but both can still coexist. Just the using both on the same thing could be problematic. But using SMP Body\Hair Physics and HDT Cloths shoulnd be an issue.
reibushido Posted December 15, 2014 Posted December 15, 2014 That sounds a lot more hopeful for me. I understand its a development preview, a published proof of concept basically, but the way its described sounds more like it isn't expected to be a simple swap/plug 'n play from PE to SMP. That is what lead me to believe that some modification to the hairs/bodies/clothes that we have now would be needed to start using SMP at all, but as you say, that issue may change in the future.
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