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No body physics (Fusion Girl - Bodytalk)


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Posted

bubbles burst? lol

 

Perhaps you missed it when I wrote "I'm not sure if that needs an update from CBP, the skeleton/body authors or both."

 

You may be right that it can be fixed with only an update to CBP, as I already wrote.

 

I've messed around with skeletons and rigs enough to see that they work in a hierarchical way. In other words, if you move a parent bone in the rig (like the knee joint), the child bones get movement changes also (bending the knee moves the ankles). I'm not an expert on skeletons and rigs. But, it seems to me that animations could theoretically interfere with CBP, even if CBP bone data is not in the animations, if one of it's parent bones is being moved by the animation.

 

In any case, as I proved earlier, we do know that the problem has nothing to do with AAF.

Posted

@dagobaking

Yes, but the way Fallout 4 works is that a bone Cannot be used for CBP and be animated at the same time, The same goes for the _Skin bones (Which control scaling the body with the weight triangle) and the havok physics bones. Those bones are specifically locked out of animating and are not registered in the Skeleton's HKX or the Animation's files (Last I checked), if they're able to be animated, they will not work with either of those three things. This is why we needed a override node for the COM bone for the High Heel Setup, as the COM Bone was used in animations, and the game doesn't allow bones being used in animations being controlled by anything but the animation itself. As far as we're concerned, this can be considered a Havok or Engine limit. 

Which Side note - If you noticed, Atomic Beauty and Janebod dont' work with CBP as they are missing everything but the animation bones in their respective body meshes. 

Which is why what you were describing simply is impossible as an in game situation. 
 

I'm not doubting your knowledge of rigging and skeletons, but I am trying to point out that you are not getting the full picture of how the game works with the Skeleton/Havok system and CBP's relation to that.

Posted

There is certainly room for me to not understand this area of things. But, there is a logical problem with the idea that bones not "mentioned" in an hkx remain untouched by the vanilla engine. If they were just left alone by the engine in that case, the body would get all distorted. They have to be moved with the bones that are being animated.

 

It's just a theory. I don't really know. But, it seems like that ancillary movement could also interfere with CBP.

  • 9 months later...
Posted

I have a quite similar issue, during the animations there are no bulges. I've installed FG mostly to see the animations at theyr 100% (as with CBBE the bulges weren't showed) but I still can't see them. Do I have to modify something to see the bulges during the animations?

Posted
6 hours ago, Verasmile2 said:

I have a quite similar issue, during the animations there are no bulges. I've installed FG mostly to see the animations at theyr 100% (as with CBBE the bulges weren't showed) but I still can't see them. Do I have to modify something to see the bulges during the animations?

Most anims hust dont have them, you can try SavageCabbage begemoth anims

Posted
5 hours ago, Indarello said:

Most anims hust dont have them, you can try SavageCabbage begemoth anims

I have his animations too, but haven't found a Behemoth yet. Only "common" super mutants, but I thought there were bulges with them too?

Posted
21 minutes ago, Verasmile2 said:

I have his animations too, but haven't found a Behemoth yet. Only "common" super mutants, but I thought there were bulges with them too?

Suffolk county charter school, in the swamp between it and the GNN gunner command center there is ALWAYS a bohemoth there.

Posted
1 hour ago, Oldwolf58 said:

Suffolk county charter school, in the swamp between it and the GNN gunner command center there is ALWAYS a bohemoth there.

Yeah I know it, and same goes for Swan. But I've began a new run with FG instead of CBBE, so I'm at the beginning right now.

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