Player80 Posted May 1, 2020 Posted May 1, 2020 After spending some time editing my CBPC xml files to work well with the body shape I use, I've realized that maybe the reason some collisions simply lack accuracy when some body parts start growing over the maximal value set in the configs. I'm pretty sure 3BBB uses "fake" armors to mimic the collisions, which I built with the morphs in bodyslide. However I find that collisions degrade really fast in precision when using mods like Weightmorph (or MME for the wo.men of culture around here). I'm considering ditching all these inflation mods away since I haven't been satisfied with the way they behave with my setup, but it may just be that my 3BBB files are wrong. I am using Realistic SMP, and I've modified the CPBC collision configs to fit my body shape. What more can I do to ensure that collisions keep a somewhat accurate precision throughout inflation stages?
Illana Posted May 1, 2020 Posted May 1, 2020 9 minutes ago, Player80 said: After spending some time editing my CBPC xml files to work well with the body shape I use, I've realized that maybe the reason some collisions simply lack accuracy when some body parts start growing over the maximal value set in the configs. I'm pretty sure 3BBB uses "fake" armors to mimic the collisions, which I built with the morphs in bodyslide. However I find that collisions degrade really fast in precision when using mods like Weightmorph (or MME for the wo.men of culture around here). I'm considering ditching all these inflation mods away since I haven't been satisfied with the way they behave with my setup, but it may just be that my 3BBB files are wrong. I am using Realistic SMP, and I've modified the CPBC collision configs to fit my body shape. What more can I do to ensure that collisions keep a somewhat accurate precision throughout inflation stages? Pretty sure that's impossible since you cant change your configs while the game is running
27X Posted May 1, 2020 Posted May 1, 2020 46 minutes ago, Illana said: Pretty sure that's impossible since you cant change your configs while the game is running wrong. 55 minutes ago, Player80 said: words It's real simple. Any SMP set up that uses proxy objects is essentially not worth using, and if you have shit performance with SMP you need to write your own controller files, simple as, or use CBP and scale the radii as closely as you can to the modified mesh shape, which will quite simply never be 1:1 (nor should you expect it to be). SMP xmls are supposed to be written to your machine's spec. Period. This is doubly true for SSE because of the arbitrary bone limit and badly compiled library, if you're using someone else's xmls, you're getting someone else's results. Regardless of 3BBB's cludged together status, inflation changes the mesh size without altering any of the other parameters, thus performance is going to be off, so unless someone decides to make a utility that switches xmls on demand by hooking into the inflation mod itself, or you use a mod that mechanically changes meshes at different inflation stages each with a nif and controller file and a registry file per inflation stage also, because actually different nif, it isn't ever going to be 1:1 per stage.
Illana Posted May 1, 2020 Posted May 1, 2020 22 minutes ago, 27X said: wrong. It's real simple. Any SMP set up that uses proxy objects is essentially not worth using, and if you have shit performance with SMP you need to write your own controller files, simple as, or use CBP and scale the radii as closely as you can to the modified mesh shape, which will quite simply never be 1:1 (nor should you expect it to be). SMP xmls are supposed to be written to your machine's spec. Period. This is doubly true for SSE because of the arbitrary bone limit and badly compiled library, if you're using someone else's xmls, you're getting someone else's results. Regardless of 3BBB's cludged together status, inflation changes the mesh size without altering any of the other parameters, thus performance is going to be off, so unless someone decides to make a utility that switches xmls on demand by hooking into the inflation mod itself, or you use a mod that mechanically changes meshes at different inflation stages each with a nif and controller file and a registry file per inflation stage also, because actually different nif, it isn't ever going to be 1:1 per stage. I love people who just post "wrong" without actually explaining why makes you look SUPER smart
Player80 Posted May 1, 2020 Author Posted May 1, 2020 4 hours ago, 27X said: SMP xmls are supposed to be written to your machine's spec. Period. This is doubly true for SSE because of the arbitrary bone limit and badly compiled library, if you're using someone else's xmls, you're getting someone else's results. Now that's interesting. My computer is more than capable enough to run SMP bodies, though sometimes the SMP hair of my char starts shaking like hell. Do you know of any guide that could help me correctly setup my XML files for SMP physics? I've been looking for one without any result.
xtro334 Posted June 9, 2021 Posted June 9, 2021 On 5/1/2020 at 11:52 AM, 27X said: wrong. It's real simple. Any SMP set up that uses proxy objects is essentially not worth using, and if you have shit performance with SMP you need to write your own controller files, simple as, or use CBP and scale the radii as closely as you can to the modified mesh shape, which will quite simply never be 1:1 (nor should you expect it to be). SMP xmls are supposed to be written to your machine's spec. Period. This is doubly true for SSE because of the arbitrary bone limit and badly compiled library, if you're using someone else's xmls, you're getting someone else's results. Regardless of 3BBB's cludged together status, inflation changes the mesh size without altering any of the other parameters, thus performance is going to be off, so unless someone decides to make a utility that switches xmls on demand by hooking into the inflation mod itself, or you use a mod that mechanically changes meshes at different inflation stages each with a nif and controller file and a registry file per inflation stage also, because actually different nif, it isn't ever going to be 1:1 per stage. Sounds like it would be possible to have a mod that uses two xmls for collisions. You would have one Base-xml and one modified-xml. The modified-xml would be based on the value in Base-xml and an added value from the inflation mods, and would be the file actually used for collisions. Then one would have to set an update time that do happen often enough that it is relevant, without slowing down the game too much. Example: Pregnancy mod could update file every time appearance changes (which usually is done once a day). A pity I have no experience with modding. ?
bastardopfromhell Posted June 16, 2021 Posted June 16, 2021 On 5/1/2020 at 10:52 AM, 27X said: Regardless of 3BBB's cludged together status, inflation changes the mesh size without altering any of the other parameters, thus performance is going to be off, so unless someone decides to make a utility that switches xmls on demand by hooking into the inflation mod itself, or you use a mod that mechanically changes meshes at different inflation stages each with a nif and controller file and a registry file per inflation stage also, because actually different nif, it isn't ever going to be 1:1 per stage. Hooking into the inflation-mod would be bad, because then you need patch for every inflation mod. Before people say only SLIF: SLIF is junk and people should migrate from it. Just use racemenu morphs and set SKEE to merge belly morphs = no need for SLIF. Could a DLL read belly node morphs, so user can set two spheres in CBPC: One for 0.0 one for 1.0 belly preg morph? But also is belly collision really problematic? Bulge uses pelvis node for collision, not belly. Also two hints for editing CBPC: 1. You cannot make good spheres without checking nodes in nifscope. I tried for many hours but failed. Use nifescope to see nodes or don't touch collision settings, you will only make it worse 2. Default and user recommended bulge settings are completely wrong for 3BA. Even files that come with 3BA. Bulge sensitivity must be below 1.0. I use 0.3. Default is 4.0 and makes collision jerky. Same for vagina sensitivity. Clear all bulge and vagina settings and start low. Increase in small steps and enable tuning to see live response in sexact. After all settings are right, the limitation becomes low-poly bellies. 3BA has good precision with right settings, but belly looks like nintendo starfox when stretched or inflated.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.