Xing SkyrimSE Posted June 15, 2019 Posted June 15, 2019 Hi everyone I'm Xing this is my first post, I want to share some of my experiences in converting PE physics to SMP physics. The reason for the post is because there are some people using English who came to me to ask me about the method. (Although I have already recorded it, I want to turn my way into English again.) So I recorded my method here. I don’t need to spend time to answer them one by one. (I from Taiwan and use Traditional Chinese So if you want to see the Traditional Chinese version, please click on the link below.) Articles I shared six months ago First of all, I want to apologize some things 1.My native language is not English, so I am not very good at it. 2.About the title is just my little joke ,I am sorry if I am offended to the American people. 3.I am not a 3D art major,All my understanding is from the Internet to find and experience accumulation if there is an error in the wording, i'm so sorry and please leave a message and let me know that I will fix it soon. I want to thank and attach my source first. Thanks to these great people and HDT for bringing beautiful physics to Skyrim :Skyrim SE: How to Convert HDT PE Armor to HDT-SMP Tutorial [TUTORIAL] How to make HDT meshes work with HDT SMP A Guide to HDT-SMP Users/Modders Let's start The tools you need are: Bodyslide v4.7.1++ ,NifSkope, SSE NIF Optimizer, notepad++ And have some basic understanding of bodyslide and casually find a piece of equipment with physical bones 1. What is HDT-PE physical equipment Spoiler When loading the physical equipment from the LE version, first unpack and open the nif model file in the mesh folder, and use nifskope to see if the part you want to be physically added has been added with additional bones. For example, click on the left side of the model to see the cloak Pull down to see if there is a new bone NiNode If you have any, you can use SSE NIF Optimizer to brush it again. Also remember to check textures if there are any problems. , unplug the XML file, enter the game test to see if it will be properly equipped on the character. This is a success (the cloak on the back of the character appears in the correct position) and if not and encountered infinite stretching or equipment reversalthen must do additional processing infinite stretching: equipment reversal: 2. Special situation related (resolving the problem of reversal) Spoiler My idea is: Since the equipment is reversed, it is very likely that the position of the bone is wrong.So I took a bunch of correct bones and then connected the extra physical bones in series. Then put the meat (meshes) back In short, grow bones first, then long meat. 1. Open two windows with nifskope (nifskope allows the same nif to do this) 2. A nif file includes bones (NINode) and mesh (BSTrishape) (so-called bones and meat). 3. I deleted the bone of a window (called A window) Then build the skeleton one by one from another window (B window) and then go on the meat.The special and convenient part of this equipment is that as long as I pull the root node into the NPC node Delete the entire skeleton of the A window Go to the B window and drop down to find the NPC Ninode under the Ninode called skeleton.nif and copy it Right click on the top layer 0NiNode of the A window and paste it (Bone establishment is complete) Paste the meshes of the B window (meat, BSTriShape), And remove the original mesh of A window (meat, BSTriShape) and save Compare the A and B windows after the completionCan find the B window skeleton. I pulled the NPC Ninode up as the parent node. This will allow you to test it in the game. The benefits of doing this are: You don't need to reconnect the bones to display properly Then there is no need to delete the physical bones (you can switch to SMP), you can display them in the game. 3. Special situation related (resolving the stretch caused by mesh mesh over 80 bones) Spoiler The new version of BS 4.7.1++ can solve this problem First, please go to the NXM to download the latest version. BodySlide and Outfit Studio The trick is to use separate vertices in the OS!! First brush the SSE NIF Optimizer and find more than 80 of your bones will stretch the equipment nif Open the new version of Outfit Sttudio to load your NIF The mesh on the right will be hidden except for more than 80.Easy to brush vertex Click to display the vertices so you know where to brush or brush over (green dots will be displayed on the grid) Use the Mask Vertex tool to select the mesh you want to separate After obscuring, right click on the right window and select to separate the vertices. name it Success will find that the rear mesh is split separately. Export completed with NifSkope view I compare the mesh with 110 bones before and after. (The name is pc_female_avatar_regina_lower) Split into 4 mesh meshes (lowerF lowerB lowerR lowerL respectively) And the bones of each mesh are reduced to 80 or less. How to modify XML EX:COCO 2B wedding skirt Skirt I cut to skirt and skirt_2 Then come to xml to copy a skirt declaration to skirt_2 (tag remembers to change), and set to no collision with skirt and itself Skirt also remember to modify it. 4.Give the collision Object, and change NistringExtraData Spoiler The collision Object is simply to make the equipment do not want to have a mold-piercing situation. (That is, the magical situation in which the equipment does not want to run into the body, the result of the double horsetail movement and the brain fusion) So give these equipment collision ObjectCollision Object I will provide some collision bodies underneath.Then pay attention to some rules of nifskope : In short, grow bones first, then long meat.(first Ninode then BsTrishape) It is recommended that on the top of the object list :the parent node (0 ninode) to action of Paste Branch When the Paste Branch error message appears in the process of posting, please don't rush to close the message immediately, see where the node problem indicated on the message is. Going to find the corresponding node to copy Only Bstrishape can be attached to the same type of Bstrishape.nif So remember to first brush the Optimizer and convert the model nif to SE. Giving collision body: Right copy branch Encountered no bone nodes Find the bone node to the original collision body model nif and copy Paste the bone node and paste the collision mesh Change to NistringExtraData:(Note that it cannot be NistringsExtraData (more than one s) Use convert to go and rename HDT Skinned Mesh Physics ObjectThe xml path is set and the archive is completed. 5.The process of writing smp (you can copy it again and then modify it) Spoiler Some of the following terms are self-understanding.And quote explanations from most other articles If you have a 3D modeling professional, feel that the words I use are not accurate enough and misunderstood, please also forgive me. Also be sure to open your own nif file to write against the bone node. Or please refer to this directly TUTORIAL] How to make HDT meshes work with HDT SMP EX: 1. Initial file declaration Spoiler <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> 2. Declare a ground collision object (if have) <!--For the advanced collision parameters, please see section 7--> Spoiler <per-triangle-shape name="VirtualGround"> <!--Declaration of shapedata as collision body --> <margin>1</margin> <!--Simply say to increase the thick road of the rigid body, that is, increase the collision distance, prevent broken skin --> <prenetration>4</prenetration> <!--(per-triangle-shape unique, per-vertex-shape cannot be used) --> <shared>private</shared> <tag>ground</tag> <!--tag (used to abbreviate Value such as VirtualGround abbreviated to ground)--> </per-triangle-shape> 3. Declare kinematic bones Kinematic Bones are the bones which have skin modifier but are not physics enabled. You have to look for it in the .nif file. In this case: Spoiler Open Cloak's BsTrishape and find the node at the beginning of NPC to lock the bone nodes of the body. <bone name="NPC L Breast01"/> <bone name="NPC R Breast01"/> <bone name="NPC L Calf01"/> <bone name="NPC R Calf01"/> <bone name="NPC L Thigh01"/> <bone name="NPC R Thigh01"/> <bone name="NPC L Breast"/> <bone name="NPC R Breast"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC R Thigh [RThg]"/> <bone name="NPC L Thigh [LThg]"/> <bone name="NPC R Butt"/> <bone name="NPC L Butt"/> <bone name="NPC Belly"/> <bone name="NPC Neck [Neck]"/> <bone name="NPC Head [Head]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC R Hand [RHnd]"/> <bone name="NPC R ForearmTwist1 [RLt1]"/> <bone name="NPC R ForearmTwist2 [RLt2]"/> <bone name="NPC R UpperarmTwist1 [RUt1]"/> <bone name="NPC R UpperarmTwist2 [RUt2]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC L Hand [LHnd]"/> <bone name="NPC L ForearmTwist1 [LLt1]"/> <bone name="NPC L ForearmTwist2 [LLt2]"/> <bone name="NPC L UpperarmTwist1 [LUt1]"/> <bone name="NPC L UpperarmTwist2 [LUt2]"/> <bone name="NPC L Pauldron"/> <bone name="NPC R Pauldron"/> (This is my own lazy, so copy it directly and lock all the body bones, you don't have to be like me) 4. Body collision body declaration (if there is no need to declare, for example, earrings, small objects do not need to collide with other things) <!--For the advanced collision parameters, please see another section --> Spoiler <per-triangle-shape name="body cloak"> <!--Declaration of shapedata as collision body --> <margin>1</margin> <!--Simply say to increase the thick road of the rigid body, that is, increase the collision distance, prevent broken skin --> <priority>0</priority> <!--The higher the collision density, the higher the priority, the range of values [-2147483648, 2147483647]--> <prenetration>2</prenetration> <!--- "prenetration here was probably meant to be bullets "penetration" property" I don't know what it really is...---> <shared>private</shared> <!--private, internal, public: the effect of collision physical range. "private" for only this xml , "internal" for this character, "public" for all collision object. --> <tag>body cloak</tag> <no-collide-with-tag>body</no-collide-with-tag> <!---(Indicating that it does not collide with the tag name XXX)---> <no-collide-with-tag>body cloak</no-collide-with-tag> <no-collide-with-tag>ground</no-collide-with-tag> <no-collide-with-tag>body skirt</no-collide-with-tag> </per-triangle-shape> (If SMP physics does not indicate that it does not collide with anyone, the default is to collide every one) 5. Declare the anchor point (Just like a rope, you have to grab a little bit of the rope to shake it.) Spoiler Open NPC's NiNode to find the special bone of the cloak. The anchor is basically XXXX01 or XXX 1 <bone name="Cloak L 1"/> <bone name="Cloak 1"/> <bone name="Top LL 1"/> <bone name="Colar L 1"/> <bone name="Colar R 1"/> <bone name="Top RR 1"/> <bone name="Top RL 1"/> <bone name="Top LR 1"/> <bone name="SkirtBBone01"/> 6. Basic physical parameters given to physical bones Spoiler <bone-default> <mass>2</mass> <!--physical mass unit--> <inertia x="20" y="20" z="20"/> <!--Inertia--> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.5</linearDamping> <!--The linear acceleration of the bone node is between (0.1) --> <angularDamping>0.5</angularDamping> <!--angular acceleration between (0.1) --> <friction>0</friction> <!--Coefficient of friction--> <rollingFriction>0</rollingFriction> <!--Rotating friction coefficient--> <restitution>0</restitution> <!--Bounce coefficient--> </bone-default> 7. Physical bone description (see the expansion of the anchor point) Spoiler <bone name="Cloak L 2"/> <bone name="Cloak 2"/> <bone name="Top LL 2"/> <bone name="Colar L 2"/> <bone name="Colar R 2"/> <bone name="Top RR 2"/> <bone name="Top RL 2"/> <bone name="Top LR 2"/> <bone name="SkirtBBone02"/> <bone name="Cloak L 3"/> <bone name="Cloak 3"/> <bone name="Top LL 3"/> <bone name="Top RR 3"/> <bone name="SkirtBBone03"/> <bone name="Cloak L 4"/> <bone name="Cloak 4"/> <bone name="Top LL 4"/> <bone name="Top RR 4"/> <bone name="Cloak L 5"/> <bone name="Cloak 5"/> <bone name="Cloak L 6"/> <bone name="Cloak 6"/> <bone name="Cloak L 7"/> <bone name="Cloak 7"/> <bone name="Cloak L 8"/> <bone name="Cloak 8"/> 8. Constrain the physical bone node parameters Spoiler <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <!--The lower bound of the linear constraint --> <linearUpperLimit x="0" y="0" z="0"/> <!--The upper bound of the linear constraint (the lower bound of the constraint cannot be greater than the upper bound)--> <angularLowerLimit x="0" y="-0,2" z="-0,5"/> <!--Rotation constraint lower bound --> <angularUpperLimit x="0" y="0,5" z="0,5"/> <!--Rotation constraint upper bound (the lower bound of the constraint cannot be greater than the upper bound)--> <linearStiffness x="0" y="0" z="0"/> <!--linear spring coefficient --> <angularStiffness x="0" y="0" z="0"/> <!--Angle spring coefficient --> <linearDamping x="0" y="0" z="0"/> <!--Linear spring damping --> <angularDamping x="0" y="0" z="0"/> <!--Angle spring damping--> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint-default> (I basically only change the upper and lower bounds of linear and rotation conventions) And this is probably the place where the impact will be clearly seen. If you are interested, please refer to the article I quoted above.) 9. Constrain the physical bone description (that is, connect the bones one by one from the anchor point) Spoiler <constraint-group> <generic-constraint bodyA="Cloak L 2" bodyB="Cloak L 1"/> <generic-constraint bodyA="Cloak L 3" bodyB="Cloak L 2"/> <generic-constraint bodyA="Cloak L 4" bodyB="Cloak L 3"/> <generic-constraint bodyA="Cloak L 5" bodyB="Cloak L 4"/> <generic-constraint bodyA="Cloak L 6" bodyB="Cloak L 5"/> <generic-constraint bodyA="Cloak L 7" bodyB="Cloak L 6"/> <generic-constraint bodyA="Cloak L 8" bodyB="Cloak L 7"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Cloak 2" bodyB="Cloak 1"/> <generic-constraint bodyA="Cloak 3" bodyB="Cloak 2"/> <generic-constraint bodyA="Cloak 4" bodyB="Cloak 3"/> <generic-constraint bodyA="Cloak 5" bodyB="Cloak 4"/> <generic-constraint bodyA="Cloak 6" bodyB="Cloak 5"/> <generic-constraint bodyA="Cloak 7" bodyB="Cloak 6"/> <generic-constraint bodyA="Cloak 8" bodyB="Cloak 7"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Top LL 2" bodyB="Top LL 1"/> <generic-constraint bodyA="Top LL 3" bodyB="Top LL 2"/> <generic-constraint bodyA="Top LL 4" bodyB="Top LL 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Top RR 2" bodyB="Top RR 1"/> <generic-constraint bodyA="Top RR 3" bodyB="Top RR 2"/> <generic-constraint bodyA="Top RR 4" bodyB="Top RR 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="SkirtBBone02" bodyB="SkirtBBone01"/> <generic-constraint bodyA="SkirtBBone03" bodyB="SkirtBBone02"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Colar L 2" bodyB="Colar L 1"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Colar R 2" bodyB="Colar R 1"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Top RL 2" bodyB="Top RL 1"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Top LR 2" bodyB="Top LR 1"/> </constraint-group> 10. Other collision body declarations (per-vertex-shape) <!--For the advanced collision parameters, please see section 7 --> (The cloak, hair skirts, etc. mainly want to make them collide) Spoiler <per-vertex-shape name="cloak"> <margin>1</margin> <!--The radius of the collision sphere generated at each bone node cannot exceed 2.5--> <priority>1</priority> <shared>private</shared> <tag>cloak</tag> <no-collide-with-tag>cloak</no-collide-with-tag> <!--Personal ideas basically collision body itself is better not to have a collision --> <no-collide-with-tag>hair</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>body skirt</no-collide-with-tag> <weight-threshold bone="Cloak 1">1</weight-threshold> <!--For the advanced collision parameters, please see another section --> <weight-threshold bone="Top LL 1">1</weight-threshold> <weight-threshold bone="Top LR 1">1</weight-threshold> <weight-threshold bone="Cloak L 1">1</weight-threshold> <weight-threshold bone="Colar L 1">1</weight-threshold> <weight-threshold bone="Colar R 1">1</weight-threshold> <weight-threshold bone="Top RR 1">1</weight-threshold> <weight-threshold bone="Top RL 1">1</weight-threshold> <weight-threshold bone="Cloak 2">0.5</weight-threshold> <weight-threshold bone="Cloak 3">0.5</weight-threshold> <weight-threshold bone="Cloak 4">0.5</weight-threshold> <weight-threshold bone="Cloak 5">0.5</weight-threshold> <weight-threshold bone="Cloak 6">0.5</weight-threshold> <weight-threshold bone="Cloak 7">0.5</weight-threshold> <weight-threshold bone="Cloak 8">0.5</weight-threshold> <weight-threshold bone="Cloak L 2">0.5</weight-threshold> <weight-threshold bone="Cloak L 3">0.5</weight-threshold> <weight-threshold bone="Cloak L 4">0.5</weight-threshold> <weight-threshold bone="Cloak L 5">0.5</weight-threshold> <weight-threshold bone="Cloak L 6">0.5</weight-threshold> <weight-threshold bone="Cloak L 7">0.5</weight-threshold> <weight-threshold bone="Cloak L 8">0.5</weight-threshold> <weight-threshold bone="Top LL 2">0.5</weight-threshold> <weight-threshold bone="Top LL 3">0.5</weight-threshold> <weight-threshold bone="Top LL 4">0.5</weight-threshold> <weight-threshold bone="Top RR 2">0.5</weight-threshold> <weight-threshold bone="Top RR 3">0.5</weight-threshold> <weight-threshold bone="Top RR 4">0.5</weight-threshold> <weight-threshold bone="Top LR 2">0.5</weight-threshold> <weight-threshold bone="Top RL 2">0.5</weight-threshold> <weight-threshold bone="Colar L 2">0.5</weight-threshold> <weight-threshold bone="Colar R 2">0.5</weight-threshold> </per-vertex-shape> 11. The End Spoiler </system> 6.Simple version (only shaking) xml writing Please refer to Section 5 for the meaning of each paragraph. Spoiler EX: initial file declaration: <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> Declare kinematic bones: <bone name="NPC Pelvis [Pelv]"/> Declare the anchor point: <bone name="Lower2B 1"/> <bone name="Lower1BR 1"/> <bone name="Lower1BC 1"/> <bone name="Lower1BL 1"/> Basic physical parameters given to physical bones : <bone-default> <mass>1</mass> <inertia x="17" y="17" z="17" /> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </centerOfMassTransform> <linearDamping>0.98</linearDamping> <angularDamping>0.6</angularDamping> <friction>0</friction> <restitution>0</restitution> </bone-default> Physical bone description: <bone name="Lower2B 2"/> <bone name="Lower1BR 2"/> <bone name="Lower1BC 2"/> <bone name="Lower1BL 2"/> <bone name="Lower2B 3"/> <bone name="Lower1BR 3"/> <bone name="Lower1BC 3"/> <bone name="Lower1BL 3"/> <bone name="Lower2B 4"/> Constrain the physical bone node parameters: <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0" /> <linearUpperLimit x="0" y="0" z="0" /> <angularLowerLimit x="-0.1" y="-0.1" z="-0.1" /> <angularUpperLimit x="0.1" y="0.01" z="0.1" /> <linearStiffness x="0" y="0" z="0" /> <angularStiffness x="0" y="0" z="0" /> <linearDamping x="0" y="0" z="0" /> <angularDamping x="0" y="0" z="0" /> <linearEquilibrium x="0" y="0" z="0" /> <angularEquilibrium x="0" y="0" z="0" /> </generic-constraint-default> Constrain the physical bone description: <constraint-group> <generic-constraint bodyA="Lower2B 2" bodyB="Lower2B 1"/> <generic-constraint bodyA="Lower2B 3" bodyB="Lower2B 2"/> <generic-constraint bodyA="Lower2B 4" bodyB="Lower2B 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Lower1BR 2" bodyB="Lower1BR 1"/> <generic-constraint bodyA="Lower1BR 3" bodyB="Lower1BR 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Lower1BC 2" bodyB="Lower1BC 1"/> <generic-constraint bodyA="Lower1BC 3" bodyB="Lower1BC 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="Lower1BL 2" bodyB="Lower1BL 1"/> <generic-constraint bodyA="Lower1BL 3" bodyB="Lower1BL 2"/> </constraint-group> The End: </system> Completed xmlBefore (stiff): After (more vivid): 7.Talking about SMP Collision Spoiler Once again, I am not a professional art 3D, the article is all I am looking for online. Please forgive me if you have any errors or misunderstandings, and hope to leave a message to let me know. And thank you again for reading. Discuss these parameters separately: <no-collide-with- <shared> <weight-threshold bone <margin> <mass> First clarify the collision of the HDT-SMP physical system. When the collision is not explicitly prohibited,HDT-SMP is the default for any collision object can collide with each other (which mesh declared as a collision object(per-vertex ...or per-triangle...)) So need to use<no-collide-with- to prohibit unnecessary collisions with other collision objects But another problem is coming. Maybe today I have a new physical equipment that you want to mix and wear. But it’s always impossible to download new physical equipment every time. Have to write a new <no-collide-with to avoid unnecessary collisions. Simply speaking, I hope that the collision only works in this part of the equipment nif, does not affect another mashup equipment nif <shared>is used to solve this problem. <shared>private</shared>.<shared>internal</shared>.<shared>public</shared>private" for only this xml , "internal" for this character, "public" for all collision object. The default is "public", if you don't want it to interact with other roles, you should set it to "internal" or "private" The following two videos simply show private and public<shared>private</shared>: <shared>public</shared>: It can be found that the mesh of the cloak and the another character hand 's mesh have different effects due to different parameters. With a little imagination, you can do many things, such as letting your hand collide with chest.<weight-threshold bone: (Personal idea: Imagine the innumerable small points above the mesh of the collision have different weights, each point will produce a collision, this parameter is used to ignore certain points)<margin>:(Personal thought: Imagine the innumerable small points above the mesh of the colliding object to generate the collision ball at each point. The smaller the radius, the closer it will be to the body (the other collision object will collide) <mass>: (Personal thoughts: (The higher the quality, the more obvious the exaggeration of the reaction) NOW please carefully observe the part of the skirt in the film. No added <weight-threshold bone <mass> quality is getting bigger Add the final result of all parameters Spoiler <per-vertex-shape name="1Cuirass1"> <margin>0.3</margin> <priority>1</priority> <shared>private</shared> <tag>CU1</tag> <no-collide-with-tag>CU1</no-collide-with-tag> <no-collide-with-tag>CU2</no-collide-with-tag> <no-collide-with-tag>hands</no-collide-with-tag> <no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone> <no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone> <no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone> <no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone> <no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone> <no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone> <no-collide-with-bone>NPC L Calf [LClf]</no-collide-with-bone> <no-collide-with-bone>NPC R Calf [RClf]</no-collide-with-bone> <no-collide-with-bone>NPC L Pussy02</no-collide-with-bone> <no-collide-with-bone>NPC R Pussy02</no-collide-with-bone> <no-collide-with-bone>NPC R RearCalf [RrClf]</no-collide-with-bone> <no-collide-with-bone>NPC L RearCalf [LrClf]</no-collide-with-bone> <no-collide-with-bone>NPC L FrontThigh</no-collide-with-bone> <no-collide-with-bone>NPC R FrontThigh</no-collide-with-bone> <no-collide-with-bone>NPC L RearThigh</no-collide-with-bone> <no-collide-with-bone>NPC R RearThigh</no-collide-with-bone> <no-collide-with-bone>NPC Spine1 [Spn1]</no-collide-with-bone> <no-collide-with-bone>NPC Spine2 [Spn2]</no-collide-with-bone> <weight-threshold bone="NPC R Butt">3</weight-threshold> <weight-threshold bone="NPC L Butt">3</weight-threshold> <weight-threshold bone="NPC L Thigh">3</weight-threshold> <weight-threshold bone="NPC R Thigh">3</weight-threshold> <weight-threshold bone="NPC Spine [Spn0]">3</weight-threshold> <weight-threshold bone="NPC Pelvis [Pelv]">3</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L1 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L2 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L3 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L4 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R1 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R2 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R3 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R4 1">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L1 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L2 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L3 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_L4 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R1 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R2 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R3 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_R4 2">1</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr1 1">0.2</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr2 1">0.2</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr3 1">0.01</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr4 1">0.2</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr5 1">0.2</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr1 2">0.5</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr2 2">0.01</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr3 2">0.01</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr4 2">0.01</weight-threshold> <weight-threshold bone="_DBDODKAr_Cuirass_Fr5 2">0.5</weight-threshold> </per-vertex-shape> The important thing about collision is that good collision settings will give the game better stability. And reduce CPU consumption, Sometimes the game will drop frames. It is possible that the scene has generated too many unnecessary collisions. So good xml writing is very important Thank you very much for reading. Again, I am not a 3D art professional. Nor is it the person who invented this method. I mainly share the personal way of transforming PE to SMP physics. Also thanks to HDT and many great people who have paid for skyrim SE. If you have any questions or want to discuss, please leave a message. Or go to COCO or YuiH or MOD Piracy's Discord to find me. P.S.Forgive my bad grammar again P.S.And Bless Hong Kong fix coco 2b wedding skirt SMP over 80 bones on SE convert dint999 ' great hair pack to SMP SE and convert regina lower mesh over 80 bones
Guest Posted June 15, 2019 Posted June 15, 2019 This tutorial is very good with stuff like capes, necklaces, earrings, etc. Sadly, this isn't enough for adding SMP to outfit and also supporting Bodyslide.
Xing SkyrimSE Posted June 15, 2019 Author Posted June 15, 2019 41 minutes ago, SunJeong said: This tutorial is very good with stuff like capes, necklaces, earrings, etc. Sadly, this isn't enough for adding SMP to outfit and also supporting Bodyslide. Thank you But the goal of this is to rewrite PE to SMP. And adding new physical bones will take advantage of 3DMax If you mean to do physical equipment BS file In fact, it is very simple to do it by BS.
realclone Posted June 16, 2019 Posted June 16, 2019 Very good tutorial, very helpful for novices, in fact,There are some advanced ways to implement some special physical effects on xml.
Vortec Posted June 16, 2019 Posted June 16, 2019 48 minutes ago, realclone said: Very good tutorial, very helpful for novices, in fact,There are some advanced ways to implement some special physical effects on xml. Like what for example?.
JafK1 Posted June 16, 2019 Posted June 16, 2019 Thanks fro the info. Would you mind sharing dint hair pack conversion anywhere by chance?
27X Posted June 16, 2019 Posted June 16, 2019 3 hours ago, Vortec said: Like what for example?. Like rotational movement and collision based mesh deformation.
realclone Posted June 16, 2019 Posted June 16, 2019 5 hours ago, Vortec said: Like what for example?. Although the pe physical system and the smp physical system were developed by the same author, they did not implement the same method.Relatively speaking, the smp physical system has higher requirements on the position of the bone and whether the model corresponds.So porting is sometimes not as simple as rewriting xml. You need to re-edit the position of the bone.And add some uncommon constraint methods in the xml to ensure that the physical effects similar to pe are achieved.
Xing SkyrimSE Posted June 17, 2019 Author Posted June 17, 2019 3 hours ago, realclone said: Although the pe physical system and the smp physical system were developed by the same author, they did not implement the same method.Relatively speaking, the smp physical system has higher requirements on the position of the bone and whether the model corresponds.So porting is sometimes not as simple as rewriting xml. You need to re-edit the position of the bone.And add some uncommon constraint methods in the xml to ensure that the physical effects similar to pe are achieved. I am honored to receive your compliment. Thank you also for the many physical equipment you shared in the skyrim community. Thanks also for adding a lot of physical knowledge to me. 感謝暈倒大
Sakatraka Posted June 17, 2019 Posted June 17, 2019 s6517714 I greatly appreciate your generosity. Regards.
Xing SkyrimSE Posted June 17, 2019 Author Posted June 17, 2019 10 hours ago, Sakatraka said: s6517714 I greatly appreciate your generosity. Regards. Thank you
Xing SkyrimSE Posted June 17, 2019 Author Posted June 17, 2019 18 hours ago, JafK1 said: Thanks fro the info. Would you mind sharing dint hair pack conversion anywhere by chance? OK i post only xml and nif file to you the textures you should download from the youtube website of the dint. After all, these files are from the great work of the dint. P.S. Remember to change the Nistringdata location00 Hair.7z
JafK1 Posted June 17, 2019 Posted June 17, 2019 1 hour ago, s6517714 said: OK i post only xml and nif file to you the textures you should download from the youtube website of the dint. After all, these files are from the great work of the dint. P.S. Remember to change the Nistringdata location00 Hair.7z Thank you
unmog Posted June 24, 2019 Posted June 24, 2019 @s6517714 Thanks for the tutorial, but, for some reason I'm running into problems. This might be the wrong place to ask for help but if you dont mind I'd appreciate a little? time. It's been awhile since I've done this and I never was a master at it regardless and now I'm stuck. First the problem. I am wanting to edit this mod, The Amazing World of Bikini Armor to change the Biped Object for their thongs from slot 52 to slot 60. I'm doing this so their thongs will use the same slot that the panties use from Remodeled Armor. To start I went into the CK to edit the leather thongs first, changing the biped object to 60. I save and open the game, of course it's invisible now since Id forgotten to change it with Nifskope as well. So I downloaded the most up to date version. Then I opened up the nif file, I'll include it here for convenience. TAWOBA Studded Thong 1.nif I also looked for some tutorials, and found your tutorial as well... and again you say to find the NiTrishape. Yet I dont have that, I have one called BSTriShape instead. And when I click the drop down I dont see anything for BSDismemberSkinInstance as you can tell from the picture. So, basically thats where I get stuck at... I dont know how to continue. Is there something wrong with the files from The Amazing World of Bikini Armor? I can see everything in the game just fine, I can see them in Bodyslide and in Outfit Studio. But I cant seem to edit them, do I need to convert them somehow first? Is it the wrong file? If possible could you make another tutorial for how to do whatever I need to fix it? I have a lot more than just this one item to change so asking you to fix this one file for me wouldn't help really. I'm hoping you or someone else could teach me how to fish instead of giving me a fish... or, maybe point me to a tutorial that would help. Googling and YouTubing hasn't got me anywhere yet, I think most of them were old. So, you're really my last hope~
full_inu Posted June 24, 2019 Posted June 24, 2019 Just now, unmog said: Yet I dont have that, I have one called BSTriShape instead. And when I click Try edit slots in Outfit Studio.
unmog Posted June 24, 2019 Posted June 24, 2019 50 minutes ago, full_inu said: Try edit slots in Outfit Studio. How do we do that? This is the first time I've heard of it. I thought Outfit studio was mostly for making mesh fit the body better~ (looks into it) I see there's an updated version of bodyslide... and a new option for partitions. Im afraid I don't know what to do with it tho since when I try to change it to 60 nothing happens~
Xing SkyrimSE Posted June 25, 2019 Author Posted June 25, 2019 On 6/24/2019 at 5:58 PM, unmog said: How do we do that? This is the first time I've heard of it. I thought Outfit studio was mostly for making mesh fit the body better~ (looks into it) I see there's an updated version of bodyslide... and a new option for partitions. Im afraid I don't know what to do with it tho since when I try to change it to 60 nothing happens~ Well, I didn't add it above. If there is no BSDismemberSkinInstance and only NiSkinInstance situation When there is BSDismemberSkinInstance and you want to change the slot ,then not only change the slot in CK or in Xedit but also change Partition in Nifskope and when there is only NiSkinInstance situation ,you can just change the slot in CK or in Xedit ,Because the NiSkinInstance type is compatible with any slot and This time you probably forgot to change the esp The slot of armor and armor addon ,the two must be changed Let you see the results NiSkinInstance type only change esp slot can work
unmog Posted June 26, 2019 Posted June 26, 2019 9 hours ago, s6517714 said: and when there is only NiSkinInstance situation ,you can just change the slot in CK or in Xedit ,Because the NiSkinInstance type is compatible with any slot and This time you probably forgot to change the esp The slot of armor and armor addon ,the two must be changed Oh, thanks a lot. Yea that makes sense now, I wasn't able to find that piece of info anywhere. But it makes sense, I changed the addon to match the armor and bam its all working. Now you've put me on the right road to modding.
Le Serpent Posted July 1, 2019 Posted July 1, 2019 I tried to convert this armor The result isn't very good, the dress shakes all the time. I do the manipulation with bodyslide cause the dresses have more than 80 bones and i tried to edit the xml but this didn't work.
Xing SkyrimSE Posted July 1, 2019 Author Posted July 1, 2019 12 hours ago, Le Serpent said: I tried to convert this armor The result isn't very good, the dress shakes all the time. I do the manipulation with bodyslide cause the dresses have more than 80 bones and i tried to edit the xml but this didn't work. Please refer to step3. Special situation related (resolving the stretch caused by mesh mesh over 80 bones) for make sure each mesh to contain less than 80 bones. and check the step 77.Talking about SMP Collision make sure your xml file Is there any "weight-through bone "added under "collision shape data"? Or find me in discord or pm me your nif and xml. I can help you check it out.
butthead6868 Posted July 11, 2019 Posted July 11, 2019 I have no idea how we are supposed to do the "Reversal Problem" step as everytime i remove the skeleton npc branch, it deletes the whole mesh, and im not even sure how im supposed to create a skeleton for the mesh.
Xing SkyrimSE Posted July 12, 2019 Author Posted July 12, 2019 6 hours ago, butthead6868 said: I have no idea how we are supposed to do the "Reversal Problem" step as everytime i remove the skeleton npc branch, it deletes the whole mesh, and im not even sure how im supposed to create a skeleton for the mesh. In the second step of the article I keep stressing the instructions:grow bones first, then long meat. so you should open 2 Nifskope windows for this model nif: one for work and one for backup and delete everything in work one then look for the bones without problems and pick them up one by one. Then paste the mesh back from the backup file. P.S.If you can't find a bone file without problems Just go to step 4 and download the file in the collision object as the base bone and pick up the physical bones. If you really don't understand, please pass your model nif to me.
darkeknight007 Posted August 7, 2019 Posted August 7, 2019 On 6/17/2019 at 9:19 AM, s6517714 said: OK i post only xml and nif file to you the textures you should download from the youtube website of the dint. After all, these files are from the great work of the dint. P.S. Remember to change the Nistringdata location00 Hair.7z Hi, s6517714, I was wondering if you could provide the zip file again for the xml and nif files for DINT wigs? The link provided no longer works. I'm new to this and would like the assistance thanks.
Xing SkyrimSE Posted August 8, 2019 Author Posted August 8, 2019 20 hours ago, darkeknight007 said: Hi, s6517714, I was wondering if you could provide the zip file again for the xml and nif files for DINT wigs? The link provided no longer works. I'm new to this and would like the assistance thanks. it still works ,you can try again
Guest Posted August 18, 2019 Posted August 18, 2019 somebody please split up hair17 mesh for >80 nodes per shape for sse usage, im to retarded for that. else have fun with this xml in le. hair17.xml If you want to use collisions you need to prepare the mesh, paste In xpmse, paste the nodes in the right hierarchy, paste in proxies. uncomment the collision part In the xml and add a part for proxies.
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