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CBPC - CBP Physics with Collisions for SSE and VR


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1 hour ago, greenmango12 said:

manpan,, can you share the body for test,, as formal way (that means ousnius (and CBBE team forgive you up-load )?  

I really hope to make CBBE special with full Hdt ... at current I use default CBBE special (SE) body only..  

 

I had been,, UUNP hdt user with oldrim,,  but when I start skyrim SE,, I tried to work with CBBE ...  then after find CBPC,, I mainly use CBPC for body physics,,

but I do not know way to set weight map... for bones.

 

I am blender user,, and  There seems no way to edit weight map of nif with import rig (edit xmpse rig)  or do someone know way for 2.7 or 2.8

edit rig and set (adjust weight map) for body mesh?  

I think I would need permission to do that? I dont know . for my part there would be no problem but I don't know

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10 hours ago, manpan22 said:

I think I would need permission to do that? I dont know . for my part there would be no problem but I don't know

maybe,,, but at current I can follow your way thanks,,,, I try it with outfit studio..  then do you add belly node for XPMSE rig too?

or you can still use default XPMSE (for HDT setting) without edit them?

 

And I may try 2nd suggestion (Touched by Dibella) too,, but in Post there seems no discription about belly etc,, in post I feel..

I still not clear,, so if we add  new weight-map for mesh,, (or vertex group,,) ,I think we need new bone for rig too..

so if we use belly physics with new wieght vertex group,, may I need to use custom rig ?

 

 

 

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4 hours ago, greenmango12 said:

tal vez, pero en este momento puedo seguir tu camino, gracias, lo intento con el estudio de atuendos ... ¿entonces también agregas el nodo del vientre para la plataforma XPMSE?

¿o aún puede usar XPMSE predeterminado (para la configuración HDT) sin editarlos?

 

Y también puedo probar la segunda sugerencia (Tocado por Dibella), pero en la publicación no parece haber una descripción sobre el vientre, etc., en la publicación siento ...

Todavía no lo aclaro, así que si agregamos un nuevo mapa de peso para la malla (o grupo de vértices), creo que también necesitamos hueso nuevo para la plataforma.

Entonces, si usamos la física del vientre con un nuevo grupo de vértices de peso, ¿puedo necesitar usar un equipo personalizado?

 

 

 

Use default XPMSE HDT setting , the only thing that has TBD is that it doesn't have pregnancy slider , but the physics works.Also I'm doing this too with some armours and clothing and works too , with mods like HentaiPregnancy or FillHerUp CBBE SE It works very well. if what ousnius says is true certain poses or anim can cause distortion , but as I said before it is not perfect.....testing I have realized that the distortion is only visible when the belly is inflated.

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Ah I see,, and thanks to take your time..

 

I had not checked XPMSE hdt rig carefully, but there already belly node..As my taste, I do not need pregnancy ,, but just hope to see, some reasonable jiggle and colision for belly part too.  

 

Then do you use smp for some part of  body still or,, only use CBPC for actor body with collision?    (about hair or cloth , use smp and collision)

there seems 2 way how mix use 2 physics plug in,,    1way is remove all discribe from defaultBBPs.xml ,, another way seems remove some partnodes from defaultBBPs.

how you set your defaultBBPs.xml?  

 

 

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5 hours ago, greenmango12 said:

Ah I see,, and thanks to take your time..

 

I had not checked XPMSE hdt rig carefully, but there already belly node..As my taste, I do not need pregnancy ,, but just hope to see, some reasonable jiggle and colision for belly part too.  

 

Then do you use smp for some part of  body still or,, only use CBPC for actor body with collision?    (about hair or cloth , use smp and collision)

there seems 2 way how mix use 2 physics plug in,,    1way is remove all discribe from defaultBBPs.xml ,, another way seems remove some partnodes from defaultBBPs.

how you set your defaultBBPs.xml?  

 

 

I use  CBPC+SINful CBP  to body and smp to cloth,hair..... and defaultBBPs.xml is empty

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21 hours ago, greenmango12 said:

Then do you use smp for some part of  body still or,, only use CBPC for actor body with collision?    (about hair or cloth , use smp and collision)

there seems 2 way how mix use 2 physics plug in,,    1way is remove all discribe from defaultBBPs.xml ,, another way seems remove some partnodes from defaultBBPs.

how you set your defaultBBPs.xml?  

 

 

My DefaultBBPs.xml still has one active declaration in it because CBPC doesn't handle male genitals- it leaves that up to me. Lol. Here is what that looks like:

<?xml version="1.0" encoding="utf-8"?>

<default-bbps>
<!--
	<map shape="UUNP" file="SKSE\Plugins\hdtSkinnedMeshConfigs\uunp-body.xml"/>
	<map shape="Hands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Hands.xml"/>
	<map shape="Feet" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Feet.xml"/>
	<map shape="FemaleHead" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Head.xml"/>
-->
	<map shape="MaleGenitals" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleGenitals.xml"/>	
<!--	
	<map shape="MaleFeet" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleFeet.xml"/>
	<map shape="MaleHands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleHands.xml"/>
	<map shape="MaleBody" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleBody.xml"/>
	<map shape="MaleHead" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleHead.xml"/>
-->
</default-bbps>

So far this has worked well for me- I have floppy balls (well, I don't, but my partners do) and still run at 50-60 fps in most areas- when I use my all-SMP setup my peak fps is around 40 and I frequently drop to 15, which is basically unplayable. I'm hoping Santa Claus will bring me a new i7/DDR4 GTX1080 machine so I won't have to worry about stuff like that any more, or at least not as much.

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On 8/20/2019 at 7:04 PM, manpan22 said:

I use  CBPC+SINful CBP  to body and smp to cloth,hair..... and defaultBBPs.xml is empty

Yes at current I use the setup.  I could understand how CBPC work by  config document,,, but about smp I still do not know how set collistion correctly,,

 anyway thank you anser  my simple questions, I can confirm  At least I seems not mistake many.

 

12 hours ago, Vyxenne said:

My DefaultBBPs.xml still has one active declaration in it because CBPC doesn't handle male genitals- it leaves that up to me. Lol. Here is what that looks like:

 

Ah I see,, so you comment out,, then can jiggle ManGental balls by smp.. it make me clear understand how smp work with .. I plan often  to get recent RTX cards 

they do not work with Skyrim SE ?   my GPU are 980 ti,,, SLI ,  it was enough for LE,,, but I need more and more GPU RAM ,  to render some  characters with blender

 So I hope if Santa will take care me too,...    

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Could somone teach  me how to add physics correctly for Drooping of this conversion dress?  I tried to convert with outfit-studio for learning again,,

then it seems work most of part in SE game without forward  part (I do not know how I can call it as English,,) of this dress.. It is oldrim CBBE dress of Game chara

 

https://www.nexusmods.com/skyrim/mods/26826/

 

forward drooping part,, i is terrible in game,,, and I do not know how manage it,,,(I only copy paste weight from CBBP special reference ,,then suppose it may not work)

 

I may need  add rig , adjust weight map for the part,, but what can I do in blender and out-fit studio?   it may need to controll by Smp,, Can someone guide me?

(I can import or export mesh with bodyslide,, and  hanve some knowledge of  blender , CK ,  SSEedt, nif scope,, but I have never make rig for armors (and physics part,,)

 

WIFReiArmor.JPG.035a6c5bf6f812e937762b6f4368aef9.JPG

 

badcloth.JPG.c80daef9973f0501ebe1ebad9b677ed8.JPG

 

And I do not know,, about skyrim cloth,, I often see double  mesh (fornt part and back part),, but do I really need to keep back face poligons?

or Can I remove those back poligons without problem for physics work ? (keep edge side,, as thickness)

it often cause issue,, when adjust slider,,,  I feel... can I remove back face (doubled) poligons but still render texture of back side in game?

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On 8/21/2019 at 4:07 AM, Vyxenne said:

Mi DefaultBBPs.xml todavía tiene una declaración activa porque CBPC no maneja los genitales masculinos, eso me lo deja a mí. Jajaja Así es como se ve:






	  	

Hasta ahora, esto ha funcionado bien para mí: tengo bolas flexibles (bueno, no lo hago, pero mis socios sí lo hacen) y todavía corro a 50-60 fps en la mayoría de las áreas, cuando uso mi configuración SMP total, mi pico de fps es alrededor de 40 y frecuentemente caigo a 15, que básicamente no se puede jugar. Espero que Papá Noel me traiga una nueva máquina i7 / DDR4 GTX1080 para que no tenga que preocuparme por cosas como esas, o al menos no tanto.

In my opinion, the problem with the FPS must also be the game engine itself because I have i7 , DDR4, gtx 1070 , 970evo NVMe M.2 , and this game runs 40-80fps outdoor 70-120fps indoor, that is, it is unstable.I have GOW4and Forza7 consume more memory than skyrim se with 473 mod and they works over 100fps.

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16 hours ago, manpan22 said:

In my opinion, the problem with the FPS must also be the game engine itself because I have i7 , DDR4, gtx 1070 , 970evo NVMe M.2 , and this game runs 40-80fps outdoor 70-120fps indoor, that is, it is unstable.I have GOW4and Forza7 consume more memory than skyrim se with 473 mod and they works over 100fps.

look the  fps no the boobs jijiji||| unestable without action in screen.

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On 8/21/2019 at 10:32 AM, greenmango12 said:

I plan often  to get recent RTX cards they do not work with Skyrim SE ?

My understanding is that the bottleneck is in the CPU due to the Skyrim/Gamebryo/Papyrus system/engine- a lot of the graphics processing in Skyrim is done on the CPU, then passed to the GPU at the end just for rendering. This is why better-looking games (Tomb Raider 2013 and many others) that properly utilize the GPU for graphics instead of cramming so much graphics processing into the CPU run much better even though there is much more graphics and physics going on than in Skyrim. The proof of this is in the fact that script overload drags down fps- this could not happen unless the scripts and the graphics were competing for the same hardware resources. Since the scripts don't run on the GPU, the logical conclusion is that both scripts and graphics are fighting each other for processing cycles on the CPU, causing both low fps AND script lag.

 

I have read that some of the graphics processing was moved off of the CPU in SSE as compared with Oldrim, but obviously, not enough of it- trying to optimize the tired old Gamebryo engine is like putting lipstick on a pig- at the end you still have a pig.

giphy.gif

 

If you are going to upgrade only one thing - either your CPU or your GPU - my understanding is that for Skyrim you will get better results upgrading your CPU instead of your GPU. I'm sure others may have more technical analyses than mine, or maybe they will correct my errors in logic.

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 I see,so if I hope to get more pefromance for skyrim , I need to change CPU,, but my actual problem about 3Dhobby is usually cause my base  arpication  need more GPU memory to render quick.  

 

Eg when I import 2 actors then apply sub-D in blender, and add some good furniture and  enviroments,, then try to render with cycles GPU, it usually stop.

just because  GPU memory over...at least for  my prupose,, 6GB  VRAM is not enough...  (I mainly use cycles, or sometimes iray render)

 

so my conculusion is,, after all I need to get new CPU and GPU ^^;; I need "Both" and I need new SSD too,, ,, my main SSD drive almost near limit,, 

Hope Santa come in summer. 

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So does someone have some sort of ELI5 guide for the SINful CBP. Like explanations what each setting is exactly doing (like what does damping do for example or linearZ) I have been playing around with it for a while and have basically no idea what I am doing. Also can it be used to increase the "collision box"? I am using custom body made in bodyslide and would like to make the breast collision box slightly larger since the character is quite busty and hands usually phase through the body quite a bit before triggering collision.

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18 hours ago, Vyxenne said:

My understanding is that the bottleneck is in the CPU due to the Skyrim/Gamebryo/Papyrus system/engine- a lot of the graphics processing in Skyrim is done on the CPU, then passed to the GPU at the end just for rendering. This is why better-looking games (Tomb Raider 2013 and many others) that properly utilize the GPU for graphics instead of cramming so much graphics processing into the CPU run much better even though there is much more graphics and physics going on than in Skyrim. The proof of this is in the fact that script overload drags down fps- this could not happen unless the scripts and the graphics were competing for the same hardware resources. Since the scripts don't run on the GPU, the logical conclusion is that both scripts and graphics are fighting each other for processing cycles on the CPU, causing both low fps AND script lag.

 

I have read that some of the graphics processing was moved off of the CPU in SSE as compared with Oldrim, but obviously, not enough of it- trying to optimize the tired old Gamebryo engine is like putting lipstick on a pig- at the end you still have a pig.

giphy.gif

 

If you are going to upgrade only one thing - either your CPU or your GPU - my understanding is that for Skyrim you will get better results upgrading your CPU instead of your GPU. I'm sure others may have more technical analyses than mine, or maybe they will correct my errors in logic.

HDT in SSE uses OpenCL 2.0, which is only covered by Intel CPU's or recent AMD graphics cards currently.  Nvidia only supports OpenCL 1.2 (same with AMD processors, though i think ravenridge has support), so If you're running some AMD cpu's and an nvidia graphics card, your CPU is going to get hammered a lot more with HDT.  Running a threadripper and 1080ti here and only have hdt running on animalsos and male genitals otherwise it just turned into a slide show.  Thank god for cpbc :)

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Btw Really thanks manpan22  I actually tried your way (just drug the LE caterinabody hdt nif to outfit studio then copy and paste weright of belly node,,

(it may work well,, around belly mesh shape is almost same,, as default,, )

 

 and I smooth more with shift key,  and I do not know why but  default CBBE special body , some bone  have weright unnesessary part (though it seems really weak but some weright colored as separate part,

and not symmetrically colored about some node,, )  then save the project as different name.. and generate body..and use it for custom character body mesh. to test. 

(it is separated from other default body )

 

I test with poser hot keys, and pose the NPC ,, at least about posing I can not see clear problem.... when bend thing or torso... so thanks much..

I hope to share your way,, for CBBE user (which hope to use mesh officially supported,, or customize by themselfs)  in another toptic..

though I may need full test,, but at least  it is progress for me..  

 

 

 

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1 hour ago, greenmango12 said:

Btw Really thanks manpan22  I actually tried your way (just drug the LE caterinabody hdt nif to outfit studio then copy and paste weright of belly node,,

(it may work well,, around belly mesh shape is almost same,, as default,, )

 

 and I smooth more with shift key,  and I do not know why but  default CBBE special body , some bone  have weright unnesessary part (though it seems really weak but some weright colored as separate part,

and not symmetrically colored about some node,, )  then save the project as different name.. and generate body..and use it for custom character body mesh. to test. 

(it is separated from other default body )

 

I test with poser hot keys, and pose the NPC ,, at least about posing I can not see clear problem.... when bend thing or torso... so thanks much..

I hope to share your way,, for CBBE user (which hope to use mesh officially supported,, or customize by themselfs)  in another toptic..

though I may need full test,, but at least  it is progress for me..  

 

 

 

You're welcome, everything is for science and here you have the deformation/distortion

 

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After I add belly weight for CBBE special body,,  I got new  simple question..

 

as default config map discribe about belly as "HDT Belly=Belly"

but actually we set weright for NPCbelly node..  then I do not know clear,, but change

"NPC Belly = Belly" then tuning CBPConfig.txt and CBPCcollision.txt 

 

 it seems work for me,,,, (though I like tender  giggle,, about belly)  but I know,,  skelton_female.nif (XPMSE)  have HDTbelly bone,, as parent  of NPCbelly,,

 I set Collision from the NPC Belly postion.. (check the collision pdf which is offered with CBPC,, then get position and radius value from femalebody.nif)

but is it  wrong way? 

 

May I need to discribe as  "HDT belly = Belly "   though the body mesh have no weright about HDT belly?  (but assgin weright for  NPC Belly) 

 

 

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2 hours ago, greenmango12 said:

then get position and radius value from femalebody.nif) but is it  wrong way? 

YES! Finally somebody else notices this! I have felt from the first time I saw it that the belly bulge moves in the wrong direction - downward when he pushes it into me, then back upward when he withdraws. Drives me crazy but I don't know how to reverse it.

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Strangely enough, while others had problems with the bulge showing up at all, with me it was the other way around: Giant spike on belly just by touching the vagina - in the end i had to reduce the values "extra options" in cbpcollisionconfig way down. BellyMaxBulge is now at 1, and STILL seems a bit oversensitive, but oh well. UUNP-body, btw.

 

One thing that drove me nuts until i undestood it, is the relationship between timequanta and dampening in cbpconfig: If you raise the timequanta to say 6ms, you actually slow down physics alltogether, so all your other values in that file will need adjustment. Same the other way around: If everything seems just right, except it looks like slomo, just lower the timestep by 1ms at a time.

 

Which brings me to the actual question - and i'm not sure if it's off-topic: Since the plugin has access to skyrim's memory, how hard would it be to check, if the player has something equipped on his bodyslot (aka "not naked")? Why? Well, physics: Any kind of clothes - even just a bikini - constrains movement. So a what might look right for breasts when naked, seems excessive when wearing clothes. And a really simple way to fix that would be:

 

If bodyslotEquipped then dampening = dampening *2 end

 

It's not perfect, but prolly "good enough" with a minimum amount of code. And it would only need an on/off switch in the settings, for people who prefer the old way.

 

EDIT: Yes, i know it's possible to compile clothes with CBP disabled. That works for armor, but isn't quite what you'd expect for light revealing outfits.

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5 hours ago, Vyxenne said:

YES! Finally somebody else notices this! I have felt from the first time I saw it that the belly bulge moves in the wrong direction - downward when he pushes it into me, then back upward when he withdraws. Drives me crazy but I don't know how to reverse it.

mmm,,,  if it work as inverse for collision only,,, I suppose if we can input negative value for radius, though I do not try ti yet,, I need to confrim and test more ^^;

I am now serching good test animation,, which pc push NPC buldge area slightly with their hands,,,  I can not play VR with PC at curren..  

And I do not know clear,,, if  1st person hands get collsion with NPC body,, if I get tender  touch animation ? 

 

do someone know good animation to check easy?  ( PC hand touch  NPC buldge belly ) 

 

,(I almost need collsion for my follower or enemy body,, , with PC man  main gens , hands,,  and NPC  creatures ,,)

 

Then what I expect as future request,, (if it can )   set radius value of vertual collision sphere size   along 3 dimension , X  Y  Z  and minus, plus..

, so we need not model add actual collision mesh but generate in nif scope,, more presisely,,, (it is my curretn repuest for CBPC, collision)

though I do not know if  it will cause pefomance issue.

 

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7 hours ago, Vyxenne said:

YES! Finally somebody else notices this! I have felt from the first time I saw it that the belly bulge moves in the wrong direction - downward when he pushes it into me, then back upward when he withdraws. Drives me crazy but I don't know how to reverse it.

Try this value in CBPCollisionConfig.txt , BellyBulgePosition=9.0 

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I have a question with most likely very obvious answer. I followed the guide to add belly physics to cbbe special body. After fighting with nifskope for a bit (who would have guessed renaming things would be this "complicated") I managed to sucesfully add it and after building the bodies (including all armor and stuff) and very brief test in the game it seems to be working. The thing is, it only works while naked. If I wear armor i don't get any belly physics at all, just boob and butt. Is this working correctly? And if it is I am assuming I would have to basically go through every single piece of armor I have and add the belly physics to them just like I did with the cbbe body right?

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13 minutes ago, yourselfek said:

I have a question with most likely very obvious answer. I followed the guide to add belly physics to cbbe special body. After fighting with nifskope for a bit (who would have guessed renaming things would be this "complicated") I managed to sucesfully add it and after building the bodies (including all armor and stuff) and very brief test in the game it seems to be working. The thing is, it only works while naked. If I wear armor i don't get any belly physics at all, just boob and butt. Is this working correctly? And if it is I am assuming I would have to basically go through every single piece of armor I have and add the belly physics to them just like I did with the cbbe body right?

Yes , and later you add the belly physics to the armor/cloth , rebuild in bodyslide

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