Mister X Posted June 12, 2018 Posted June 12, 2018 So for the latest SMP there's a new possible syntax with presets and things. On the download page one can find this config xml with the new syntax, too. Now my question: what would be the names for the bones for UUNP instead of CBBE? I want to try those values but I don't use CBBE cbbe-tbbp.xml
Guest Posted June 12, 2018 Posted June 12, 2018 2 minutes ago, Mister X said: So for the latest SMP there's a new possible syntax with presets and things. On the download page one can find this config xml with the new syntax, too. Now my question: what would be the names for the bones for UUNP instead of CBBE? I want to try those values but I don't use CBBE cbbe-tbbp.xml The bones have the Same Name because the are provided by the skeleton. The XML does not work correctly that's whyy it contains outlined parts.
Mister X Posted June 12, 2018 Author Posted June 12, 2018 Are these then the bones I could use in the xml files? And the colored areas are the ones that will be affected? Now I don't see a HDT Belly there. Many xml files use a HDT Belly, where could I find this then? Spoiler
Guest Posted June 13, 2018 Posted June 13, 2018 8 hours ago, Mister X said: Are these then the bones I could use in the xml files? And the colored areas are the ones that will be affected? Now I don't see a HDT Belly there. Many xml files use a HDT Belly, where could I find this then? Hide contents You can use every bone in the xml file, correct me if I'm wrong but I think they are 112 bones in xpmse. Npc bones are kinematic bones while hdt bones are thought to be affected by physics. The bone you show on your os is a npc bone which is in default on cbbe for proper animationing. Is that even a word? The hdt belly bone is part of xpmse skeleton which you obviously should be using. Go open the female skeleton.nif to see all bones. The colorization of the mesh is the weightpaints and it only shows which vertices of the mesh will be deformed by bone movement, from blue to red means light to strong, while the actual bone movement is defined by either animations or physics, in case of smp by giving it a mass and applieng parameters to its movement. Messing with npc bone qeightpaint can cause weird looking meshes in certain animations so be cautious about it, better is to have a hdt bone as child on a kinematics bone which is affected by physics. So if you want belly jiggles look into my xmls and you will see how I made it, it's pretty obvious.
Guest Posted June 13, 2018 Posted June 13, 2018 44 minutes ago, 27X said: rigging 45 minutes ago, 27X said: rigging 27x you so mean i reportz u 2 admins
Guest Posted June 13, 2018 Posted June 13, 2018 Anyways, i See a smarter structure in the xmls but as soon as you add the outlined collision part you'll get dropping meshes. Also this is a controller file, the new config file is missing wind feature since she adapted the code of the sse plugin Sassa posted a list of all available syntaxes in the sticky post of smp if you want to know more.
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