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Working Mucle System


gulyo

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Hi All,

 

Recently an interesting idea occurred to me: Working muscle system.

Jiggling breasts and butts are great, however I would appreciate more "real" body distortions in Skyrim.

For example the bicep might be flexed on bending the arm, calf could be bulging while sneaking and so on.

 

In Blender I managed to create working muscles already. There are a few techniques and some really useful plugins to achieve this effect.

 

I just have to pass the information to the game engine. Unfortunately at this point I am lost a little bit.

As far as I can tell - you see I am not a body/skeleton/HDT expert (yet :) ) - it is possible to create the rigid bodies and interactions in HDT, but I can't see how :(

 

Do any of you have any idea or suggestion on this topic?

 

Some video links about what I would like to do in Skyrim:

(my favourite)

 

 

Thanks in advance,

Gulyo

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Hi All,

 

Recently an interesting idea occurred to me: Working muscle system.

Jiggling breasts and butts are great, however I would appreciate more "real" body distortions in Skyrim.

For example the bicep might be flexed on bending the arm, calf could be bulging while sneaking and so on.

 

In Blender I managed to create working muscles already. There are a few techniques and some really useful plugins to achieve this effect.

 

I just have to pass the information to the game engine. Unfortunately at this point I am lost a little bit.

As far as I can tell - you see I am not a body/skeleton/HDT expert (yet :) ) - it is possible to create the rigid bodies and interactions in HDT, but I can't see how :(

 

Do any of you have any idea or suggestion on this topic?

 

Some video links about what I would like to do in Skyrim:

(my favourite)

 

 

Thanks in advance,

Gulyo

 

 

export physics world to .bullet file with modified blender version

 

use xpmse skeleton 

 

link mesh to .xml and .bullet file

 

profit

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Serialize the interaction/deformation file as a .bullet library, link it to the converted mesh from .obj/fbx to .nif mesh, add appropriate nistrings, done.

 

Bear in mind you need a package for nifskope to refer to and you need to append all relevant information required to the converted nif yourself.

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