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A Picture Guide to Accurate Collision Objects in HDT-SMP


zarzil

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The accuracy of collisions in HDT-SMP is limited by the placement and size/shape of collision objects attached to body meshes. There is currently no bodyslide shapedata that produces accurate collision objects (although this is on the way).  By following this guide, you can create a body with any UUNP slider proportions you like, that will support highly accurate breast collision, animated vagina penetration, and even exotic stuff like stomach deformation from huge penetrations, breasts that bounce off of thighs, and so on.

 

This guide was created to facilitate people using their own body designs in my FUTA-SMP ready-to-play pack. However, the resulting bodies will be useful to any working SMP setup.  If you have not already set up SMP successfully, this guide will not help you.

 

It is assumed that the reader has no working knowledge of Outfit Studio, and minimal experience using Bodyslide.  Every step and detail is screenshotted and explained.  Experienced Outfit Studio users will find this process to be trivially easy from start to finish.

 

Requirements:

http://www.loverslab.com/files/file/3285-all-in-one-hdtskinnedmeshphysics-setup-20b-fomod/ installed and working.

https://www.nexusmods.com/skyrim/mods/49015/? Bodyslide and Outfit Studio

My femalebody_1/_0 weight references (attached).

 

Estimated time to complete: 30 minutes to 2 hours, depending on how perfect you want to make things, and how quickly you work.

 

Click spoiler to explode your browser with jpegs!

 

 

 

 

#1.

post-15981-0-64120800-1509365012_thumb.jpg

It is difficult to see slider changes made to the SMP mesh we will be using.  So we will produce a slider preset on a visually identical UUNP body that comes packed with Bodyslide to ensure we get the end result we want.  The vanilla UUNP should do fine.  If you already have a UUNP-friendly slider preset for this body type you wish to use, skip to step #4.

 

#2.

post-15981-0-62475700-1509365014_thumb.jpg

Customize the proportions as you see fit.  Note that extreme slider values might produce strange results, so if she needs a wheelbarrow for her tits, you could run into complications.  (My characters are pretty damn busty, though, so there's some tolerance.)

 

#3.

post-15981-0-81015600-1509365016_thumb.jpg

Save As the slider settings you made, and be sure to tick the Unified UNP preset group.

 

#4.

post-15981-0-20659200-1509365019_thumb.jpg

Load the LabiaFix 1.0a body included in prZ's all in one.

 

#5.

post-15981-0-31992600-1509365021_thumb.jpg

Load the UUNP-friendly preset data you made.  It will automatically apply to the SMP body you selected.

 

#6.

post-15981-0-42778100-1509365023_thumb.jpg

Click build.  You may wish to back up any body you currently have in place before doing this.

 

#7.

post-15981-0-47753300-1509365025_thumb.jpg

Fire up Outfit Studio.

 

#8.

post-15981-0-47996700-1509365026_thumb.jpg

Click Load Outfit.

 

#9.

post-15981-0-49983300-1509365027_thumb.jpg

Click Browse for Outfit/Mesh.

 

#10.

post-15981-0-02836700-1509365029_thumb.jpg

Select the femalebody_1 you built with Bodyslide.  The default directory for Steam users is indicated.

 

#11.

post-15981-0-12116300-1509365038_thumb.jpg

Shift+Click to select both breast collision objects.

 

#12.

post-15981-0-77663300-1509365039_thumb.jpg

Click the eye by BaseShape twice to turn on wireframe display mode.

 

#13.

post-15981-0-25661500-1509365041_thumb.jpg

Activate the Scale tool.

 

#14.

post-15981-0-70955000-1509365042_thumb.jpg

Shrink the breast collision objects to roughly 75%.  Slightly more or slightly less may be necessary for more unusual breast proportions.  Your goal is to get these balls 75% smaller than the breasts themselves.

 

#15.

post-15981-0-23324100-1509365044_thumb.jpg

Activate the Transform tool.

 

#16.

post-15981-0-73339500-1509365045_thumb.jpg

By clicking and dragging the green arrow, move the breasts upwards to resemble the image.  You can rotate your camera with right click+mouse movement, or pan it with shift+right click+mouse movement.  Stay in a frontal view for this step.

 

#17.

post-15981-0-98741200-1509365046_thumb.jpg

Click camera view right.

 

#18.

post-15981-0-47617000-1509365049_thumb.jpg

Using camera rotate, pan, and your mouse wheel to zoom, fine tune the location of the breasts until they resemble the picture.

 

#19.

post-15981-0-78694800-1509365050_thumb.jpg

Reset to front camera view.

 

#20.

post-15981-0-15027500-1509365052_thumb.jpg

Left click to select the left breast object.

 

#21.

post-15981-0-04002600-1509365070_thumb.jpg

Zoom in and drag the left breast object to the position shown.

 

#22.

post-15981-0-02302800-1509365072_thumb.jpg

Now move the right breast into position.

 

#23.

post-15981-0-49577000-1509365074_thumb.jpg

Activate the decrease volume tool, and deactivate mirror mode.

 

#24

post-15981-0-38300400-1509365077_thumb.jpg

Apply the tool to the side of the breast as shown.  Default tool settings should be fine.

 

#25

post-15981-0-80950800-1509365079_thumb.jpg

Do your best to make it look like this.  If you mess up, ctrl-z to undo.  Careful with spamming that, though.  Outfit Studio has problems recognizing undo and redo commands when you change the objects you're working on.

 

#26.

post-15981-0-22895000-1509365082_thumb.jpg

Repeat this process for the other breast.

 

#27.

post-15981-0-91989300-1509365083_thumb.jpg

Prepare the arm collision objects for editing by clicking the armcollision shape, vertex edit mode, and the mask tool.

 

#28.

post-15981-0-17695200-1509365085_thumb.jpg

Apply the mask tool to one of the arms until every green dot on that arm turns red.  Make sure no dots on the other arm turn red.

 

#29.

post-15981-0-77394400-1509365086_thumb.jpg

Use the scale tool to make the arm object roughly the same size as the body.

 

#30.

post-15981-0-69660400-1509365088_thumb.jpg

Use the transform tool to move it into position.  Be sure to move the camera around to ensure a decent fit.  Perfection isn't necessary but will be possible in a later step.

 

#31.

post-15981-0-43642800-1509365108_thumb.jpg

Click invert mask to switch the arm you're working on.

 

#32.

post-15981-0-12117000-1509365110_thumb.jpg

Repeat steps #29 and #30 to fix up the other arm as shown.

 

#33.

post-15981-0-89969200-1509365111_thumb.jpg

Select thighs and scale as needed.

 

#34.

post-15981-0-68778500-1509365113_thumb.jpg

Move them back from where they started.  That darn scale tool.

 

#35.

post-15981-0-56699700-1509365115_thumb.jpg

Applying the mask in this case can be quite difficult.  You will have to use tool slider values like shown to select the dots one at a time with precision.

 

#36.

post-15981-0-43864600-1509365117_thumb.jpg

View the model from a variety of angles to get green dots in hard to reach places.

 

#37

post-15981-0-44841600-1509365119_thumb.jpg

Now you can drag the thigh object into position.

 

#38

post-15981-0-05893900-1509365121_thumb.jpg

Invert your mask once more, and take care of the other thigh.  You're basically finished.  It will work pretty well as shown.

 

#39

post-15981-0-45729200-1509365122_thumb.jpg

But if you want perfect accuracy, you need a perfect match.  Use the move tool to drag individual green dots, one by one, to the exact edges of the body model.

 

#40

post-15981-0-84088500-1509365123_thumb.jpg

Looking good.  Inspect the arms and thigh objects carefully from all angles to ensure a tight fit.  This is not necessary for the breasts, which are intended to be smaller than the mesh to create the illusion of the soft "give" fatty tissue has when pressure is applied.  Ignore the belly collision mesh: it is confusing wizardry.  (If I find a better placement/shape for it I will update this guide.)

 

#41

post-15981-0-14002800-1509365139_thumb.jpg

To enable all of the jiggle and collision features I talked about, you'll need to transfer custom weight paints from the .nif references attached to this guide.

 

#42

post-15981-0-58289000-1509365140_thumb.jpg

Click browse to select femalebodyreference_1 from wherever you placed it.

 

#43

post-15981-0-82772200-1509365143_thumb.jpg

Click BaseShape to load the correct part of the .nif file.

 

#44.

post-15981-0-99088600-1509365146_thumb.jpg

Now click the BaseShape of the body intended to receive the weight paint transfer from the reference.  It will be the one on top.

 

#45.

post-15981-0-95336300-1509365150_thumb.jpg

Click on the Bones tab, and then shift+click to select every single bone in the list.

 

#46.

post-15981-0-36913400-1509365154_thumb.jpg

Now transfer the selected weights as shown.

 

#47.

post-15981-0-60032200-1509365157_thumb.jpg

To confirm that it worked, click the Meshes tab, make BaseShape_ref invisible by clicking on the eye next to it until it disappears.  Then click BaseShape again, go back to the Bones tab, and click NPC Belly.  It will have bright red on it like in the picture if you succeed.

 

#48.

post-15981-0-77150500-1509365161_thumb.jpg

You're done with this one!  Click Export -> To Nif...

 

#49.

post-15981-0-72112300-1509365165_thumb.jpg

Make a copy of your original bodies, just in case.  Then overwrite the original femalebody_1 with your SMP-ready creation.

 

Oh shit.  You still have to do femalebody_0.  So much for 30 minutes, huh?  Go to File-> Unload project and restart from step #8, replacing femalebody_0 for femalebody_1 in your second run through this list.

 

BONUS: #50.

"Zarzil, I did this and it works great, thanks.  But none of my armor works properly..."

post-15981-0-78136800-1509365169_thumb.jpg

Converting armor is outside of the scope of this guide, but I'll give you a quick rundown:

Load up the armor piece you want to get working in SMP, and apply the SMP slider preset to it, and build.  As long as the preset is loaded, batch build will work, too. (If your armor doesn't have bodyslide data, you're S.O.L.  I can't/won't help with this.)

 

#51.

post-15981-0-65189400-1509365190_thumb.jpg

If you're dealing with a full body armor or a bikini top from TAWoBA, open the outfit in Outfit Studio, and load as a reference the BaseShape of the body you created with this guide, just like before, except click the name of your armor's reference body.  If the armor has weighted versions (_0/_1) you will as usual need to do this twice.

 

#52.

post-15981-0-89375900-1509365191_thumb.jpg

Use the same process from this guide to copy the weights.

 

#53.

post-15981-0-08843400-1509365193_thumb.jpg

Right click and delete the reference body you copied the weights from.

 

#54.

post-15981-0-19530300-1509365194_thumb.jpg

Right click the remaining body and set reference.  (If you want to use it with my XML set, you'll also need to change its name to UUNP.) 

Now export -> To Nif WITH REFERENCE.

 

IMPORTANT:  Make sure your mesh order and the names of the meshes are identical in both the _0 and _1 .nifs!  If you don't, your body will literally explode at weight values 1-99.  This is true for any and all nifs with 0 and 1 versions in Skyrim.

 

You may notice clipping in various areas even with correctly copied weights.  Your only option is to fix them by with the increase mesh volume tool.  There are plenty of guides on that subject out there, but I will say this:  Clipping with HDT in general is tricky.  You will need to test your armor at 0, 50 and 100 weight value to ensure things worked correctly.

 

If you have clipping problems with thigh armor/long boots and tassets or stomach coverings, try copying the front and rear thigh weights.  Not all armors even have thigh bone support, so this may require an expert.  (Not me!)  Additionally, tassets and crotch armor from TAWoBA can look weird if thigh weighting is applied to them, which can happen automatically as a result of this.  You may need to hand-remove it.

 

If you want the reference body wearing the armor to have the same collision physics as your nude body, simply copy the collision objects over along with the new reference body.  Now, if you want more sophisticated stuff...  You'd better check out the guides on how SMP works, particularly the XMLs.  A gauntlet colliding with a partially rigid chest-piece, producing a highly reduced jiggle effect?  A breast plate that has breasts jiggling inside it, but not through it?  Yeah, that can be done, but this is deep into xml editing territory, which I won't be writing guides for.

 

femalebodyreference_0.nif

femalebodyreference_1.nif

Link to comment

The accuracy of collisions in HDT-SMP is limited by the placement and size/shape of collision objects attached to body meshes. There is currently no bodyslide shapedata that produces accurate collision objects (although this is on the way).  By following this guide, you can create a body with any UUNP slider proportions you like, that will support highly accurate breast collision, animated vagina penetration, and even exotic stuff like stomach deformation from huge penetrations, breasts that bounce off of thighs, and so on.

 

This guide was created to facilitate people using their own body designs in my FUTA-SMP ready-to-play pack. However, the resulting bodies will be useful to any working SMP setup.  If you have not already set up SMP successfully, this guide will not help you.

 

It is assumed that the reader has no working knowledge of Outfit Studio, and minimal experience using Bodyslide.  Every step and detail is screenshotted and explained.  Experienced Outfit Studio users will find this process to be trivially easy from start to finish.

 

Requirements:

http://www.loverslab.com/files/file/3285-all-in-one-hdtskinnedmeshphysics-setup-20b-fomod/ installed and working.

https://www.nexusmods.com/skyrim/mods/49015/? Bodyslide and Outfit Studio

My femalebody_1/_0 weight references (attached).

 

Estimated time to complete: 30 minutes to 2 hours, depending on how perfect you want to make things, and how quickly you work.

 

Click spoiler to explode your browser with jpegs!

 

 

 

#1.

attachicon.gif1 - choosing a template body.jpg

It is difficult to see slider changes made to the SMP mesh we will be using.  So we will produce a slider preset on a visually identical UUNP body that comes packed with Bodyslide to ensure we get the end result we want.  The vanilla UUNP should do fine.  If you already have a UUNP-friendly slider preset for this body type you wish to use, skip to step #4.

 

#2.

attachicon.gif2 - change to your liking.jpg

Customize the proportions as you see fit.  Note that extreme slider values might produce strange results, so if she needs a wheelbarrow for her tits, you could run into complications.  (My characters are pretty damn busty, though, so there's some tolerance.)

 

#3.

attachicon.gif3 - save preset data with your changes.jpg

Save As the slider settings you made, and be sure to tick the Unified UNP preset group.

 

#4.

attachicon.gif4 - choose this body.jpg

Load the LabiaFix 1.0a body included in prZ's all in one.

 

#5.

attachicon.gif5 - load your preset.jpg

Load the UUNP-friendly preset data you made.  It will automatically apply to the SMP body you selected.

 

#6.

attachicon.gif6 - build the new body.jpg

Click build.  You may wish to back up any body you currently have in place before doing this.

 

#7.

attachicon.gif7 - launch outfit studio.jpg

Fire up Outfit Studio.

 

#8.

attachicon.gif8 - load an outfit.jpg

Click Load Outfit.

 

#9.

attachicon.gif9 - click browse.jpg

Click Browse for Outfit/Mesh.

 

#10.

attachicon.gif10 - load femalebody_1.jpg

Select the femalebody_1 you built with Bodyslide.  The default directory for Steam users is indicated.

 

#11.

attachicon.gif11 - shift click both breast collision objects.jpg

Shift+Click to select both breast collision objects.

 

#12.

attachicon.gif12 - click the eye by baseshape twice to activate wireframe.jpg

Click the eye by BaseShape twice to turn on wireframe display mode.

 

#13.

attachicon.gif13 - activate the scale tool.jpg

Activate the Scale tool.

 

#14.

attachicon.gif14 - shrink to 75%.jpg

Shrink the breast collision objects to roughly 75%.  Slightly more or slightly less may be necessary for more unusual breast proportions.  Your goal is to get these balls 75% smaller than the breasts themselves.

 

#15.

attachicon.gif15 - activate the transform tool.jpg

Activate the Transform tool.

 

#16.

attachicon.gif16 - move the breast objects into place with green arrow.jpg

By clicking and dragging the green arrow, move the breasts upwards to resemble the image.  You can rotate your camera with right click+mouse movement, or pan it with shift+right click+mouse movement.  Stay in a frontal view for this step.

 

#17.

attachicon.gif17 - view from the right.jpg

Click camera view right.

 

#18.

attachicon.gif18 - fine tune the adjustments with blue+green from the side.jpg

Using camera rotate, pan, and your mouse wheel to zoom, fine tune the location of the breasts until they resemble the picture.

 

#19.

attachicon.gif19 - view from the front.jpg

Reset to front camera view.

 

#20.

attachicon.gif20 - select one breast.jpg

Left click to select the left breast object.

 

#21.

attachicon.gif21 - use the red arrow to drag it into place.jpg

Zoom in and drag the left breast object to the position shown.

 

#22.

attachicon.gif22 - move the other breast into place.jpg

Now move the right breast into position.

 

#23.

attachicon.gif23 - activate the decrease volume tool, deactivate mirror mode.jpg

Activate the decrease volume tool, and deactivate mirror mode.

 

#24

attachicon.gif24 - apply the tool around here.jpg

Apply the tool to the side of the breast as shown.  Default tool settings should be fine.

 

#25

attachicon.gif25 - until it looks like this.jpg

Do your best to make it look like this.  If you mess up, ctrl-z to undo.  Careful with spamming that, though.  Outfit Studio has problems recognizing undo and redo commands when you change the objects you're working on.

 

#26.

attachicon.gif26 - repeat for the other breast.jpg

Repeat this process for the other breast.

 

#27.

attachicon.gif27 - preparing the arm objects for editing.jpg

Prepare the arm collision objects for editing by clicking the armcollision shape, vertex edit mode, and the mask tool.

 

#28.

attachicon.gif28 - masking one arm.jpg

Apply the mask tool to one of the arms until every green dot on that arm turns red.  Make sure no dots on the other arm turn red.

 

#29.

attachicon.gif29 - scale the arm to about 95%.jpg

Use the scale tool to make the arm object roughly the same size as the body.

 

#30.

attachicon.gif30 - moving the arm into place with transform.jpg

Use the transform tool to move it into position.  Be sure to move the camera around to ensure a decent fit.  Perfection isn't necessary but will be possible in a later step.

 

#31.

attachicon.gif31 - invert mask to switch arms.jpg

Click invert mask to switch the arm you're working on.

 

#32.

attachicon.gif32 - the other arm is now in place.jpg

Repeat steps #29 and #30 to fix up the other arm as shown.

 

#33.

attachicon.gif33 - select thighs and scale as needed.jpg

Select thighs and scale as needed.

 

#34.

attachicon.gif34 - move them back from where they came.jpg

Move them back from where they started.  That darn scale tool.

 

#35.

attachicon.gif35 - tricky mask slider values.jpg

Applying the mask in this case can be quite difficult.  You will have to use tool slider values like shown to select the dots one at a time with precision.

 

#36.

attachicon.gif36 - use multiple views to hit hard to reach green dots.jpg

View the model from a variety of angles to get green dots in hard to reach places.

 

#37

attachicon.gif37 - now you can drag the thigh into place.jpg

Now you can drag the thigh object into position.

 

#38

attachicon.gif38 - and you're basically finished.jpg

Invert your mask once more, and take care of the other thigh.  You're basically finished.  It will work pretty well as shown.

 

#39

attachicon.gif39 - extra credit - using the move tool to make it perfect.jpg

But if you want perfect accuracy, you need a perfect match.  Use the move tool to drag individual green dots, one by one, to the exact edges of the body model.

 

#40

attachicon.gif40 - nice.jpg

Looking good.  Inspect the arms and thigh objects carefully from all angles to ensure a tight fit.  This is not necessary for the breasts, which are intended to be smaller than the mesh to create the illusion of the soft "give" fatty tissue has when pressure is applied.  Ignore the belly collision mesh: it is confusing wizardry.  (If I find a better placement/shape for it I will update this guide.)

 

#41

attachicon.gif41 - loading a weight reference.jpg

To enable all of the jiggle and collision features I talked about, you'll need to transfer custom weight paints from the .nif references attached to this guide.

 

#42

attachicon.gif42 - loading a weight reference 2.jpg

Click browse to select femalebodyreference_1 from wherever you placed it.

 

#43

attachicon.gif43 - loading a weight reference 3.jpg

Click BaseShape to load the correct part of the .nif file.

 

#44.

attachicon.gif44 - click BaseShape.jpg

Now click the BaseShape of the body intended to receive the weight paint transfer from the reference.  It will be the one on top.

 

#45.

attachicon.gif45 - click bones, select all of them with shift click.jpg

Click on the Bones tab, and then shift+click to select every single bone in the list.

 

#46.

attachicon.gif46 - transfer selected weights.jpg

Now transfer the selected weights as shown.

 

#47.

attachicon.gif47 - check belly to see if it worked.jpg

To confirm that it worked, click the Meshes tab, make BaseShape_ref invisible by clicking on the eye next to it until it disappears.  Then click BaseShape again, go back to the Bones tab, and click NPC Belly.  It will have bright red on it like in the picture if you succeed.

 

#48.

attachicon.gif48 - export to nif.jpg

You're done with this one!  Click Export -> To Nif...

 

#49.

attachicon.gif49 - make a copy and overwrite the original.jpg

Make a copy of your original bodies, just in case.  Then overwrite the original femalebody_1 with your SMP-ready creation.

 

Oh shit.  You still have to do femalebody_0.  So much for 30 minutes, huh?  Go to File-> Unload project and restart from step #8, replacing femalebody_0 for femalebody_1 in your second run through this list.

 

BONUS: #50.

"Zarzil, I did this and it works great, thanks.  But none of my armor works properly..."

attachicon.gif50 - applying the smp template to an armor piece.jpg

Converting armor is outside of the scope of this guide, but I'll give you a quick rundown:

Load up the armor piece you want to get working in SMP, and apply the SMP slider preset to it, and build.  As long as the preset is loaded, batch build will work, too. (If your armor doesn't have bodyslide data, you're S.O.L.  I can't/won't help with this.)

 

#51.

attachicon.gif51 - click UUNP.jpg

If you're dealing with a full body armor or a bikini top from TAWoBA, open the outfit in Outfit Studio, and load as a reference the BaseShape of the body you created with this guide, just like before, except click the name of your armor's reference body.  If the armor has weighted versions (_0/_1) you will as usual need to do this twice.

 

#52.

attachicon.gif52 - copy the weights just like last time.jpg

Use the same process from this guide to copy the weights.

 

#53.

attachicon.gif53 - right click and delete BaseShape.jpg

Right click and delete the reference body you copied the weights from.

 

#54.

attachicon.gif54 - right click and set reference UUNP.jpg

Right click the remaining body and set reference.  (If you want to use it with my XML set, you'll also need to change its name to UUNP.) 

Now export -> To Nif WITH REFERENCE.

 

You may notice clipping in various areas even with correctly copied weights.  Your only option is to fix them by with the increase mesh volume tool.  There are plenty of guides on that subject out there, but I will say this:  Clipping with HDT in general is tricky.  You will need to test your armor at 0, 50 and 100 weight value to ensure things worked correctly.

 

If you have clipping problems with thigh armor/long boots and tassets or stomach coverings, try copying the front and rear thigh weights.  Not all armors even have thigh bone support, so this may require an expert.  (Not me!)  Additionally, tassets and crotch armor from TAWoBA can look weird if thigh weighting is applied to them, which can happen automatically as a result of this.  You may need to hand-remove it.

 

Finally, some armor such as plate pieces were never intended to jiggle.  It'll look weird.  You'll work something out.

 

 

Hi!

Very nice job you are doing with bringing Smp out to the masses. I have been playing a bit with collision meshes lately since you guys are breaking some new grounds here. What I have been experimenting with is just using pieces of armor (removing BSLightingshaderproperty)together with my own collision meshes to create perfect fitting meshes for every body part. This way I Have the penis collide with vagina, but the balls don't, they collide with the butt and stop there. Take some setting up in the xml's with collision, but it's worth it. Also added horse penis smp which is quite cool. Take a look at my files and use them as you whant if it can help with some ideas or be used for somethingHDT-SMP upload.zip:-)

Link to comment

 

Hi!

Very nice job you are doing with bringing Smp out to the masses. I have been playing a bit with collision meshes lately since you guys are breaking some new grounds here. What I have been experimenting with is just using pieces of armor (removing BSLightingshaderproperty)together with my own collision meshes to create perfect fitting meshes for every body part. This way I Have the penis collide with vagina, but the balls don't, they collide with the butt and stop there. Take some setting up in the xml's with collision, but it's worth it. Also added horse penis smp which is quite cool. Take a look at my files and use them as you whant if it can help with some ideas or be used for somethingattachicon.gifHDT-SMP upload.zip:-)

 

 

Interesting - how does the penis/balls thing work?  I've noticed that when viewing the genitals meshes that their placement is strange, with for example the balls collision object floating far above the penis mesh itself.  Is that intentional?

 

Nevermind, it appears this is yet another bug in outfit studio.  What did you use to prepare those meshes?  3dsmax?  I'm trying to figure out why they can't be loaded into outfit studio without the displacement various parts.

Link to comment

 

 

Hi!

Very nice job you are doing with bringing Smp out to the masses. I have been playing a bit with collision meshes lately since you guys are breaking some new grounds here. What I have been experimenting with is just using pieces of armor (removing BSLightingshaderproperty)together with my own collision meshes to create perfect fitting meshes for every body part. This way I Have the penis collide with vagina, but the balls don't, they collide with the butt and stop there. Take some setting up in the xml's with collision, but it's worth it. Also added horse penis smp which is quite cool. Take a look at my files and use them as you whant if it can help with some ideas or be used for somethingattachicon.gifHDT-SMP upload.zip:-)

 

 

Interesting - how does the penis/balls thing work?  I've noticed that when viewing the genitals meshes that their placement is strange, with for example the balls collision object floating far above the penis mesh itself.  Is that intentional?

 

Nevermind, it appears this is yet another bug in outfit studio.  What did you use to prepare those meshes?  3dsmax?  I'm trying to figure out why they can't be loaded into outfit studio without the displacement various parts.

 

Hi! The penis/balls thing is just nifscope. Just copy/paste the malegenitals, rename to Balls, remove the BSLightingshaderproperty and you now have two separate meshes. Use one for penis collison and one for balls collision. collisonThigh,armscollision and back meshes are just nifscope and bodyslide. Found some fitting armor/clothing, removed  BSLightingshaderproperty and use them as collision meshes. Breasts are 3dsmax and outfitstudio. However I think I am using an older version of bodyslide/outfit studio. Maybe that's why? 

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  • 4 weeks later...

I've been able to follow along pretty well, but using CBBE rather than UNP, because that's my preferred body. However, there's a vertex count difference between the CBBE body and your reference body, meaning I can't transfer the weights. Is there a CBBE body I can use for weight reference? It seems like the only difference is that the belly has heavier weight-painting, which I'm unsure if it's really necessary.

 

Also, does the method of editing the collision objects cause crazy jittering everywhere at anything other than 0 and 100 weight?

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On 25.11.2017 at 11:46 PM, danime91 said:

I've been able to follow along pretty well, but using CBBE rather than UNP, because that's my preferred body. However, there's a vertex count difference between the CBBE body and your reference body, meaning I can't transfer the weights. Is there a CBBE body I can use for weight reference? It seems like the only difference is that the belly has heavier weight-painting, which I'm unsure if it's really necessary.

 

Also, does the method of editing the collision objects cause crazy jittering everywhere at anything other than 0 and 100 weight?

You can use any cbbe weightpainted Body.

The weightpaint only teils which vertex should be manipulated due to bone movement. 

 

Jittering is caused by wrong fps or wrong stiffness/damping/restitution settings.

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10 hours ago, prZ said:

You can use any cbbe weightpainted Body.

The weightpaint only teils which vertex should be manipulated due to bone movement. 

 

Jittering is caused by wrong fps or wrong stiffness/damping/restitution settings.

Gotcha.

 

And by jittering I meant more "super-jagged body going off into infinity" that sometimes happens when weight is between 0 and 100. I've had the actual breasts jittering by themselves problem and I fixed it with setting the fps cap.

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I think some displacements shown in outfit studios is caused by what skeleton was used when the body was made I believe I remember Gerra6 stating this once in his mesh rigger thread. Like if you were to load a old UNP body into outfit studios it'll place the body in the wrong spot same thing happens with mesh rigger and the body will be off or shifted after being run through it.

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Wrong it's also a OS issue but only if they are using a older UNP body or working with a older body in outfit studios. The older UNP body and any armor/outfit will be lower down then any newer body is.

 

The one with the astrid texture is the dimonized UNP female body straight from the nexus download which is a older UNP body.  Notice anything wrong with their body? Their body is in the wrong position and is lower down compared to all newer bodies.

 

Spoiler

Untitled.pngUntitled.png

 

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On 11/25/2017 at 4:46 PM, danime91 said:

I've been able to follow along pretty well, but using CBBE rather than UNP, because that's my preferred body. However, there's a vertex count difference between the CBBE body and your reference body, meaning I can't transfer the weights. Is there a CBBE body I can use for weight reference? It seems like the only difference is that the belly has heavier weight-painting, which I'm unsure if it's really necessary.

 

Also, does the method of editing the collision objects cause crazy jittering everywhere at anything other than 0 and 100 weight?

The weight painting on the belly is necessary if you want it to react somewhat believably to ridiculously large insertions.  If you don't care about that, it won't be a problem.  If you do, you might try to copy the belly weight paint (as transfer obviously doesn't work), but this will be tricky to get right, as I have the painting on mine go riiiight up next to the vagina mesh and associated weight painting.  One increment too much and it'll cause problems with the opening/closing vagina, and one too little and it won't look right when pregnant/inflated.

 

Honestly, you'll probably need to re-do the belly weighting yourself if you want to use a CBBE body with huge insertions.  The more intense the weighting, the more dramatic the reaction to physics of any kind.  And scaling, so be sure to drag the preview slider around a bit to get an idea for how it'll look inflated.

 

Your exploding body polys at weights between 0 and 100 is an issue I've seen before.  The first thing you should check is that the order of the meshes in outfit studio's list is identical, and that their names are identical, including capitalizations.  It isn't enough for them to have identical vertices, the names and order have to be the same, too.  Let me know if that works for you.

 

I've never tried to transplant them on to a CBBE body, so there may be other issues.

 

If all else fails, it's quite likely that a direct slider conversion of your CBBE body exists for my UUNP body, and it may even be built into the latest version of bodyslide.  These days you can get any body to cosmetically resemble any other body just through dragging vertexes around.

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Older blah blah blah

 

No, it's not because said old ass skeleton and mesh pair does jack shit with SMP. The premise is building an SMP supported body, not tbbp supported anything. If you're attempting to make anything with 2013 assets for a 2016+ physics replacer with a completely changed skeleton, the "problem" is not with OS, the problem is with a completely unsupported body.

 

There is no issue with OS because the OS files for said mesh don't exist, because they aren't supposed to.

 

The first SMP compatible skeleton and body was made in 2016, it's specifically stated in the SMP and even PE thread older bodies are not compatible and there is no and will be no support.

 

All you're going to be doing using a UNP or CBBE tbbp body with SMP is throwing shit ton of warning and errors in your SMP log. 

 

Just for shits and giggle I went ahead and dl'd the original UNP TBBP and sure enough there is zero spazzing of any kind using an SMP xml designed with two nvidia titans to handle per triangle collisions without breaking a sweat, there is spazzing in a ported mesh rigger mesh of the same type because the bones are sometimes transposed incorrectly in bad origins and the next-nearest algorithm used in repainting the weights isn't up to snuff and hasn't been updated in ever. 

 

Incorrect mesh origin has nothing to do with spazzing, badly ranged and weighted bones do.

 

  The first thing you should check is that the order of the meshes in outfit studio's list is identical, and that their names are identical, including capitalizations.

 

This. vertex order and block attributes need to be identical between meshes.

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21 hours ago, zarzil said:

 

That did it. Somehow or other the thighCollision object ended up at the end of the list in the 0 weight body. Reordering and exporting again fixed the issue. Thanks. I never realized that object order mattered in Outfit Studio. Now I kinda feel like going back and fixing some clipping issues I've had with other armors. I always left them alone because any attempts to fix them caused huge mesh stretching in-game, which I thought was just an issue with me moving too many vertices around.

 

Speaking of armor, the little mini-tutorial you had at the end, does it not copy over the collision objects? Is that something you'd have to do manually for each armor?

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On 12/1/2017 at 5:13 PM, danime91 said:

That did it. Somehow or other the thighCollision object ended up at the end of the list in the 0 weight body. Reordering and exporting again fixed the issue. Thanks. I never realized that object order mattered in Outfit Studio. Now I kinda feel like going back and fixing some clipping issues I've had with other armors. I always left them alone because any attempts to fix them caused huge mesh stretching in-game, which I thought was just an issue with me moving too many vertices around.

 

Speaking of armor, the little mini-tutorial you had at the end, does it not copy over the collision objects? Is that something you'd have to do manually for each armor?

I haven't tested using collision objects with armor yet.  I already know it can be done, but it's something I have specifically disabled in my setup for FPS reasons.  It jiggles normally and reacts to momentum, but no collision. 

 

If your computer is a gleaming chrome plated fuckbeast, there's no reason you can't enable collision objects.  Drop the shapes in as normal.  Without declaring the armor to be an SMP physics object in the xmls, a completed reference body for the armor with the usual collision objects should just perform as a nude body does, physics-wise.  Non-rigid armor covering the breast will "follow" the breasts as a result of a collision, which is functionally backwards, but still functional.  Be sure that the name of the reference body in the armor .nif is identical to your normal one if you want SMP to act on it.

 

Bonus:  Try making new xmls for different armor pieces with different weight and stiffness values for breasts, as an experiment.  Shouldn't they be a little more resistant to movement, for example?  You can even define how far the breasts will move inside a rigid breastplate to create the illusion of collision.

 

https://gfycat.com/gifs/detail/ShrillCluelessHamadryad

 

If you want perfect collision between, say, a gauntlet and a breast in armor with some padding, or god forbid breasts and a breastplate covering them (hi mr. fps drop), you've got a long road ahead with a great deal of xml work.

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1 hour ago, zarzil said:

I haven't tested using collision objects with armor yet.  I already know it can be done, but it's something I have specifically disabled in my setup for FPS reasons.  It jiggles normally and reacts to momentum, but no collision. 

 

If your computer is a gleaming chrome plated fuckbeast, there's no reason you can't enable collision objects.  Drop the shapes in as normal.  Without declaring the armor to be an SMP physics object in the xmls, a completed reference body for the armor with the usual collision objects should just perform as a nude body does, physics-wise.  Non-rigid armor covering the breast will "follow" the breasts as a result of a collision, which is functionally backwards, but still functional.  Be sure that the name of the reference body in the armor .nif is identical to your normal one if you want SMP to act on it.

 

Bonus:  Try making new xmls for different armor pieces with different weight and stiffness values for breasts, as an experiment.  Shouldn't they be a little more resistant to movement, for example?  You can even define how far the breasts will move inside a rigid breastplate to create the illusion of collision.

 

https://gfycat.com/gifs/detail/ShrillCluelessHamadryad

 

If you want perfect collision between, say, a gauntlet and a breast in armor with some padding, or god forbid breasts and a breastplate covering them (hi mr. fps drop), you've got a long road ahead with a great deal of xml work.

 

Oh boy, yeah that's a bit beyond my time and capabilities at the moment. I mostly just want to enable collision for skimpier bikini-type armors.

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1 hour ago, danime91 said:

 

Oh boy, yeah that's a bit beyond my time and capabilities at the moment. I mostly just want to enable collision for skimpier bikini-type armors.

Let me know how just dropping the collision shapes in there works for you.  Saves me the trouble of testing it thoroughly myself.

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  • 1 year later...
  • 2 months later...

This a great step-by-step guide for someone like me who can use Bodyslide casually (batch build, tweak a bit) but is baffled by the dizzying heights of Outfit Studio.  Thanks for taking the time and trouble to make it!  By the end of the collision shaping process I was zooming about like Michaelangelo, shaping and tweaking :)

 

I did the guide up to the the end of the collision shaping bit, exported my .nif into the game, and the collisions are now ridiculously accurate.  However, I came across a problem moving on to step 44 (prep for weight-painting).  I can't complete it because every time I try to import your reference body Baseshape, your Baseshape replaces my Baseshape and is called "Baseshape," instead of sitting alongside my Baseshape and being called "Baseshape_ref," as it looks in the picture.

 

I play SSE, so I nif optimize meshes from older LE mods, guides, etc., as a matter of course, so thinking the nif optimization process somehow wiped out the "carrying" of the name "Baseshape_ref" in your original nif, I tried it with the original non-nif optimized version of your refence nif - still the same problem.

 

(I don't know if this makes any difference, but I didn't do my collision shaping in one session, I had to stop halfway through, so I saved as a Project and reopened as a Project to complete the collision shaping.)

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I use my own body to make collision shapes. I do it in OS. I just decide what my shapes are going to be like ass belly or thighs boobs left and right legs and arms. I do one at a time by selecting arias like left boob and copy to new shape and call it Boob L and in separate shapes I do all the same way. Then after you save and before I go farther I open up file in OS reference files find my project open nif in nifscope and fix the shapes by deleting the textures keeping only the mesh info and weight painting info. Then I just write a xml that defines the new shapes that's it works perfectly adjusts perfect with bs every time. Slower computers might want to keep to premade shapes as they usually have way less verts than body. Not the most accurate way but for slower computers it's best as you can have more shapes before it wigs out slows down or what ever you get at your computers limets.

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