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HDT-SMP/PE Breast clipping and other problems


eyeballjones

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Posted

Is there a way to reduce/remove the amount they clip like this or is the only workaround to reduce the breast size? 

Also, I can't seem to get belly physics and collisions to work, I will attach my .xml if this helps at all.

Body Nipple.xml

Posted

xml written/copied to avoid accurate self collision, also when the person who "wrote" that xml finds out you uploaded it, they're probably going to throw a hissy fit, cause you're fucking with the program $$$.

Posted
8 minutes ago, 27X said:

xml written/copied to avoid accurate self collision, also when the person who "wrote" that xml finds out you uploaded it, they're probably going to throw a hissy fit, cause you're fucking with the program $$$.

So there's no way to change it? Is this the same for other physics xmls as well? 

Posted
2 hours ago, eyeballjones said:

So there's no way to change it? Is this the same for other physics xmls as well? 

You need to split the breast proxy shape for L/R breast and update shape definitions in the XML for the new shapes, allow them to collide and tweak their margin/penetration.

You might not like the result in the end as the collision will affect breast movement and will create a lot of almost constant triangle/triangle collisions on top.

 

As for the belly node ... looks like the author of the body devoted all his effort into breast function and did not care much about the rest of the body (or it is unfinished yet). He had to repaint most of the torso and by doing so he screwed up the spine, butt and pelvis rigging which creates a lot of issues in that area.

 

Spoiler

GT03spine.png.07af8aecd0f81eaa54f64c208447ae1f.png

 

Remove belly nodes from the XML as kinetic bones:

Spoiler

<bone name="NPC Belly"/>

<bone name="Belly"/>

 

and add these:

 

Spoiler

    <bone name="Belly">
        <mass>0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC Belly">
        <mass>1</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1"/>
        </centerOfMassTransform>
        <linearDamping>0.4</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.4</restitution>
    </bone>    

    <generic-constraint bodyA="NPC Belly" bodyB="Belly">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>        
        <linearLowerLimit x="-0.1" y="-10" z="-9"/>
        <linearUpperLimit x="0.1" y="2" z="5"/>
        <angularLowerLimit x="-0.05" y="-0.02" z="-0.05"/>
        <angularUpperLimit x="0.05" y="0.02" z="0.05"/>
        <linearStiffness x="600" y="600" z="400"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="2" y="30" z="2"/>
        <angularDamping x="2" y="2" z="2"/>
        <linearEquilibrium x="0" y="-1" z="2"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>
 

 

Posted
1 hour ago, OrrieL said:

You need to split the breast proxy shape for L/R breast and update shape definitions in the XML for the new shapes, allow them to collide and tweak their margin/penetration.

You might not like the result in the end as the collision will affect breast movement and will create a lot of almost constant triangle/triangle collisions on top.

 

As for the belly node ... looks like the author of the body devoted all his effort into breast function and did not care much about the rest of the body (or it is unfinished yet). He had to repaint most of the torso and by doing so he screwed up the spine, butt and pelvis rigging which creates a lot of issues in that area.

 

  Hide contents

GT03spine.png.07af8aecd0f81eaa54f64c208447ae1f.png

 

Remove belly nodes from the XML as kinetic bones:

  Hide contents

<bone name="NPC Belly"/>

<bone name="Belly"/>

 

and add these:

 

  Reveal hidden contents

    <bone name="Belly">
        <mass>0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>1</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC Belly">
        <mass>1</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1"/>
        </centerOfMassTransform>
        <linearDamping>0.4</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0.6</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.4</restitution>
    </bone>    

    <generic-constraint bodyA="NPC Belly" bodyB="Belly">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>        
        <linearLowerLimit x="-0.1" y="-10" z="-9"/>
        <linearUpperLimit x="0.1" y="2" z="5"/>
        <angularLowerLimit x="-0.05" y="-0.02" z="-0.05"/>
        <angularUpperLimit x="0.05" y="0.02" z="0.05"/>
        <linearStiffness x="600" y="600" z="400"/>
        <angularStiffness x="300" y="300" z="300"/>
        <linearDamping x="2" y="30" z="2"/>
        <angularDamping x="2" y="2" z="2"/>
        <linearEquilibrium x="0" y="-1" z="2"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>
 

 

The belly thing is actually working quite well, need to tweek the settings a bit, but they're moving ?! But it's still not colliding with a penis, like is there a way to make it that itll expand the belly a bit if the penis is pushing on it from the inside? (So the penis has to be pretty big for this to work)

 

Also, that seems like a lot of work for the breasts for a sub par result. Is it possible to limit the amount the breasts can move side to side then? So specifically, can I stop the left breast from going too much to the right and then the right breast from going too much to the left? I was reading up on it, does the linearupperlimit and linearlowerlimit achieve something like this if I set it right? 

Posted
21 minutes ago, eyeballjones said:

The belly thing is actually working quite well, need to tweek the settings a bit, but they're moving ?! But it's still not colliding with a penis, like is there a way to make it that itll expand the belly a bit if the penis is pushing on it from the inside? (So the penis has to be pretty big for this to work)

I believe this should be technically possible and i saw it somewhere, but I do not know if it worked or not.

You would need a ball-like shaped proxy object inside the body under the belly, again probably something out of scope of your capabilities so you have to live without it for now.

 

30 minutes ago, eyeballjones said:

Also, that seems like a lot of work for the breasts for a sub par result. Is it possible to limit the amount the breasts can move side to side then? So specifically, can I stop the left breast from going too much to the right and then the right breast from going too much to the left? I was reading up on it, does the linearupperlimit and linearlowerlimit achieve something like this if I set it right? 

You have to tweak the angular limits for the breast constraints. First you need to figure out the right axis (probably x or y), try setting the angular limits for one axis to zero (both min/max) and check in game if it is the one controling the movement in desired direction. Then limit the values, you will be limitting the min on one breast and max on the other.

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