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[Tutorial] Customize your bounce xml to your desires [HDT SMP]


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#1
prZ

prZ

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I was sick of breast behaving like bouncing castles and decided to finaly look for all this numbers and now i try to explain what i understood so far.

i wont explain here how to set it up from the beginning, this is explained somewhere else. But i think you guys want to do your own setups so here we go:

 

open your xml of choice, for me its cbbe-hdt-vag.xml

you will look for the constraint parts of for example breasts. usualy the breast movement is made of 2 bones per side, equals 4 of now following parts in the xml. you want to mirror your settings from left to right, or maybe you wont? :)

	<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-4" y="-4" z="-12"/>                            1
		<linearUpperLimit x="4" y="4" z="12"/>                               2
		<angularLowerLimit x="0" y="-0,1" z="-0,3"/>                         3
		<angularUpperLimit x="0" y="0,1" z="0,3"/>                           4
    <linearStiffness x="850,617432" y="850,617432" z="850,617432"/>                  5
		<angularStiffness x="1096,62" y="1096,62" z="1096,62"/>              6
    <linearDamping x="20,046174" y="20,046174" z="20,046174"/>                       7
		<angularDamping x="15,9662" y="15,9662" z="15,9662"/>                8
		<linearEquilibrium x="0" y="0" z="-3"/>                              9
		<angularEquilibrium x="0" y="0" z="0"/>                             10
    <linearBounce x="0,2" y="0,3" z="0,4"/>                                         11
    <angularBounce x="0" y="0" z="0"/>                                              12
	</generic-constraint>

1-4) limits a physics enabled objects movement in 3 dimensions

 

5+6) increasing stiffness make your mesh behave more, yeah lets say stiff.. looks more "hard" like silicon :D.. breasts will also bounce faster when you increase but you can stop it by the following parameter

 

7+8) increasing damping will make your jiggle stop faster. to get an imagination, with stiffness 300 and damping 10 your tiddeys jump like pinball in flipper and with stiffness 1000 and damping 20 they behave like real ones. 

 

9-12) impulse direction modifiers which will average the motion with directions they're put in, the amount of jiggle/bounce and speed is determined by your equilibrium values.

 

 

you can tweak settings like you want, best method is to start skyrim in windowed mode and then tweak the xml while your ingame, sometimes you need a bit to get what you want.

 

For the ass you will search the constraints for it and do the same. i attached 2 xmls of mine to start with..

Attached Files


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#2
27X

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11 and 12 are impulse direction modifiers which will average the motion with directions they're put in, the amount of jiggle/bounce and speed is determined by your equilibrium values.

 

The basic use is to create "swing" on a spinning object.


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#3
prZ

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11 and 12 are impulse direction modifiers which will average the motion with directions they're put in, the amount of jiggle/bounce and speed is determined by your equilibrium values.

 

The basic use is to create "swing" on a spinning object.

 

thanks alot, one question, where you get this informations from? do i need to study it or is there a source for this knowledge ^^


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