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Hey yall, Not sure what im doing wrong here,  been banging my head against it for a couple of hours reading guides and other post's about the similar problem i have.

I just reinstalled most off my FO4 mods and decided to try out the Fusion Girl body instead of the CBBE.  Im hoping someone can point out that i have missed a step somewhere, or if theres something deeper wrong with my mo2.

 

Problem is what the boobs and but do jigle a bit, but it seems that the nipple's are stuck as the centre of gravity

Spoiler

Body.thumb.jpg.33538ece8a68300478bb1e29d98cb7c2.jpg

 

Is these overwrites correct? or have i messed up this part?

Spoiler

1828184023_LoadOrder.jpg.4a403881c25d7b34e9d81f7dd1d812e4.jpg

 

Mod list and order

 

Spoiler

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     ArmorKeywords.esm
  9  9     HUDFramework.esm
 10  a     TrueStormsFO4.esm
 11  b     AAF.esm
254 FE   0 AAFThemes.esl
 12  c     INVB_WastelandDairy.esp
254 FE   1 BodyTalk3-RaiderNormalsFix.esl
 13  d     Idiot Slut.esp
 14  e     AAF_CreaturePack02DLC.esp
 15  f     AAF_CreaturePack01.esp
 16 10     KLPostersAdult.esp
 17 11     FO4_AnimationsByLeito.esp
 18 12     FutaFEV.esp
 19 13     Vivid Weathers - FO4.esp
 20 14     TrueStormsFO4-EarlierSunsets.esp
 21 15     TrueStormsFO4-FarHarbor.esp
 22 16     Vivid Weathers - FO4 - Far Harbor.esp
 23 17     TrueStormsFO4-EarlierSunsetsFH.esp
 24 18     TrueStormsFO4-NukaWorld-FH-Compat.esp
 25 19     3dscopes-replacer.esp
 26 1a     Vault Meat Paintings.esp
 27 1b     OTs33Pernach.esp
 28 1c     Vivid Weathers - Nuka World.esp
 29 1d     Factor.esp
 30 1e     TrueGrass.esp
 31 1f     Vivid Weathers - FO4 - Quest.esp
 32 20     Vivid Waters.esp
 33 21     AQUILA.esp
 34 22     HK_UMP.esp
 35 23     LooksMenu.esp
 36 24     KSHairdos_oel.esp
 37 25     VaultGirl.esp
 38 26     Mutated Lust.esp
 39 27     AzarPonytailHairstyles.esp
 40 28     HK_MP5.esp
 41 29     DansesWearableHolotags_v01-2.esp
 42 2a     KSHairdos.esp
 43 2b     The Eyes Of Beauty.esp
 44 2c     TheEyesOfBeauty.esp
 45 2d     def_inv_scrap_en.esp
 46 2e     XM2010_SniperRifle_by_tooun.esp
 47 2f     RaceCustomizer.esp
 48 30     RaceCustomizer - Far Harbor Compatibility Patch.esp
 49 31     REAPER.esp
 50 32     XM2010_SniperRifle_STS.esp
 51 33     XM2010_SniperRifle_STS_FOV90.esp
 52 34     FO4_Leito_Voicefix.esp
 53 35     rxl_bp70_animations.esp
 54 36     SavageCabbage_Animations.esp
 55 37     OppaiMilkPasties.esp
 56 38     256StandaloneHairColors.esp
 57 39     CumOverlays.esp
 58 3a     FusionGirl.esp
 59 3b     LenA_RadMorphing.esp
 60 3c     CumNWealth.esp
 61 3d     CumNWealth_mutant.esp
 62 3e     indarello_animations.esp
 63 3f     Zaz Particles.esp
 64 40     FP_FamilyPlanningEnhanced.esp
 65 41     FPE_BabyAddons.esp
 66 42     FPEAIOCreatureAddon.esp
254 FE   2 FPE_Impregnation_Both.esp
254 FE   3 FPE_Impregnation_Both_FG.esp
254 FE   4 FPE_Impregnation_BabyAddon.esp
254 FE   5 FPE_Impregnation_BabyAddon_FG.esp
254 FE   6 FPE_Impregnation_MoreCreature.esp
254 FE   7 FPE_Impregnation_MoreCreature_FG.esp
 67 43     BodyTalk3-LooksMenu.esp
 68 44     Atomic Lust.esp
 69 45     AAF_SEU.esp
 70 46     Armorsmith Extended.esp
 71 47     EnhancedLightsandFX.esp
 

 

Link to comment
3 hours ago, LatencyRemix said:

 

Hey yall, Not sure what im doing wrong here,  been banging my head against it for a couple of hours reading guides and other post's about the similar problem i have.

I just reinstalled most off my FO4 mods and decided to try out the Fusion Girl body instead of the CBBE.  Im hoping someone can point out that i have missed a step somewhere, or if theres something deeper wrong with my mo2.

 

Problem is what the boobs and but do jigle a bit, but it seems that the nipple's are stuck as the centre of gravity

  Reveal hidden contents

Body.thumb.jpg.33538ece8a68300478bb1e29d98cb7c2.jpg

 

Is these overwrites correct? or have i messed up this part?

  Hide contents

1828184023_LoadOrder.jpg.4a403881c25d7b34e9d81f7dd1d812e4.jpg

 

Mod list and order

 

  Reveal hidden contents

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     ArmorKeywords.esm
  9  9     HUDFramework.esm
 10  a     TrueStormsFO4.esm
 11  b     AAF.esm
254 FE   0 AAFThemes.esl
 12  c     INVB_WastelandDairy.esp
254 FE   1 BodyTalk3-RaiderNormalsFix.esl
 13  d     Idiot Slut.esp
 14  e     AAF_CreaturePack02DLC.esp
 15  f     AAF_CreaturePack01.esp
 16 10     KLPostersAdult.esp
 17 11     FO4_AnimationsByLeito.esp
 18 12     FutaFEV.esp
 19 13     Vivid Weathers - FO4.esp
 20 14     TrueStormsFO4-EarlierSunsets.esp
 21 15     TrueStormsFO4-FarHarbor.esp
 22 16     Vivid Weathers - FO4 - Far Harbor.esp
 23 17     TrueStormsFO4-EarlierSunsetsFH.esp
 24 18     TrueStormsFO4-NukaWorld-FH-Compat.esp
 25 19     3dscopes-replacer.esp
 26 1a     Vault Meat Paintings.esp
 27 1b     OTs33Pernach.esp
 28 1c     Vivid Weathers - Nuka World.esp
 29 1d     Factor.esp
 30 1e     TrueGrass.esp
 31 1f     Vivid Weathers - FO4 - Quest.esp
 32 20     Vivid Waters.esp
 33 21     AQUILA.esp
 34 22     HK_UMP.esp
 35 23     LooksMenu.esp
 36 24     KSHairdos_oel.esp
 37 25     VaultGirl.esp
 38 26     Mutated Lust.esp
 39 27     AzarPonytailHairstyles.esp
 40 28     HK_MP5.esp
 41 29     DansesWearableHolotags_v01-2.esp
 42 2a     KSHairdos.esp
 43 2b     The Eyes Of Beauty.esp
 44 2c     TheEyesOfBeauty.esp
 45 2d     def_inv_scrap_en.esp
 46 2e     XM2010_SniperRifle_by_tooun.esp
 47 2f     RaceCustomizer.esp
 48 30     RaceCustomizer - Far Harbor Compatibility Patch.esp
 49 31     REAPER.esp
 50 32     XM2010_SniperRifle_STS.esp
 51 33     XM2010_SniperRifle_STS_FOV90.esp
 52 34     FO4_Leito_Voicefix.esp
 53 35     rxl_bp70_animations.esp
 54 36     SavageCabbage_Animations.esp
 55 37     OppaiMilkPasties.esp
 56 38     256StandaloneHairColors.esp
 57 39     CumOverlays.esp
 58 3a     FusionGirl.esp
 59 3b     LenA_RadMorphing.esp
 60 3c     CumNWealth.esp
 61 3d     CumNWealth_mutant.esp
 62 3e     indarello_animations.esp
 63 3f     Zaz Particles.esp
 64 40     FP_FamilyPlanningEnhanced.esp
 65 41     FPE_BabyAddons.esp
 66 42     FPEAIOCreatureAddon.esp
254 FE   2 FPE_Impregnation_Both.esp
254 FE   3 FPE_Impregnation_Both_FG.esp
254 FE   4 FPE_Impregnation_BabyAddon.esp
254 FE   5 FPE_Impregnation_BabyAddon_FG.esp
254 FE   6 FPE_Impregnation_MoreCreature.esp
254 FE   7 FPE_Impregnation_MoreCreature_FG.esp
 67 43     BodyTalk3-LooksMenu.esp
 68 44     Atomic Lust.esp
 69 45     AAF_SEU.esp
 70 46     Armorsmith Extended.esp
 71 47     EnhancedLightsandFX.esp
 

 

Try 

Zex sketon v3 and

MTM RC2a FG 3B OCBP

Link to comment
  • 2 months later...
  • 4 weeks later...

Indarello, ever figure out what was causing the massiv thighs i.e., girl been eatin too many doritos body?

 

Just got back to FO4 after a while and am having issues with bodies and physics which sort of make me feel like a noob again. Now I am starting to remember that it took some work to get it all straightened out last time. I have Zex and FG and the physics xml's already installed, just updated some of them and Bodyslide before starting a new play through. 

 

All the files have been updated including Zex and FG.... and the whole armor issue. 

 

If I get it fixed I'll come back and post load order, steps, etc. But I am not confident, I'm seeing lots of reports on Nexus and the interwebs about lots of wierd issues including: the fat girl bug, Bodyslide doing wierd things, etc. All of these files have been updated in the last week so maybe it's just my bad luck and there's bugs in a couple of the mods. 

Link to comment

If you're getting Dead Bodies with broken ZeX parts, you have a skeleton installed, either overriding ZeX or ZeX overriding it. 

I'm not sure exactly Why, but If you're using ZeX, you need to make sure any Skeleton editing mods are completely and totally uninstalled (not overriden) and Zex is loaded at the absolute bottom of your MO2 list.

Also make sure you are running the latest version of the skeleton, thank uwu. 

Link to comment
8 hours ago, foetus said:

Indarello, ever figure out what was causing the massiv thighs i.e., girl been eatin too many doritos body?

 

Just got back to FO4 after a while and am having issues with bodies and physics which sort of make me feel like a noob again. Now I am starting to remember that it took some work to get it all straightened out last time. I have Zex and FG and the physics xml's already installed, just updated some of them and Bodyslide before starting a new play through. 

 

All the files have been updated including Zex and FG.... and the whole armor issue. 

 

If I get it fixed I'll come back and post load order, steps, etc. But I am not confident, I'm seeing lots of reports on Nexus and the interwebs about lots of wierd issues including: the fat girl bug, Bodyslide doing wierd things, etc. All of these files have been updated in the last week so maybe it's just my bad luck and there's bugs in a couple of the mods. 

The Body acting up or going stupid in game is an issue I can't replicate with the prebuilt FG clothing I have available to me. 

If you're using bodyslide to customize your body shape, please make sure you don't build morphs (Honestly if you're customizing your shape in Bodyslide, not in game, then you shouldn't be installing the in game sliders & Bodygen as it will apply any customizations on top of that or cause other issues) 

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I know this if a Fusion Girl Physics thread so bear with me on some of the CBBE stuff please. I got CBBE to work first. I was using Zex and FG last year and that is where I want to be now. 

 

Part of the issue was me thinking "all this worked 10 months ago... I'll just update the files and start a new game". Bad idea. Went to fast, wasn't careful enough, didn't refamiliarize myself with all the ins and outs, so to speak. I was foolishly overconfident - assuming that my level of Skyrim and SSE modding capability would port over to FO4. Also, because I was coming back to a perviously working set-up I had additional problems after doing updates. 

 

CBBE Physics Mod List Order: Looks Menu -> BodyTalk v3 -> CBBE -> CBBE innies -> BodySlide -> Hair/Make-Up/Eyes -> Then (CBP for FO4 w/ MTM CBP for CBBE) OR (OCBPC for CBBE w/ MTM OCBPC for CBBE). Each Mod is the latest readily avaialble version. I use MO2, LOOT, xEdit, WryeBash, etc. Loot is sorting BodyTalk above CBBE for Load Priority. 

 

If anyone is having trouble finding the MTM OCBPC or his other physics configs: https://www.nexusmods.com/fallout4/mods/39195. For some reason they don't show up for me on his profile page. Got love that gif he has up there!   

 

Be careful in choosing and installing the Physics mods and separate config files for the Physics mods. Most of them have differentiation options for using CBBE or Fusion Girl or some other Body. Their description pages could use some fine tunning and a bit more guidance. 

 

Some of the Bodies and Armor are compatible with others but be careful here, there is more than one "fork" of development for CBBE and Fusion Girl by different folks. Fusion Girl does not have as many options for Armor right now but, it seems that the FG and the ABF bodies have more recent and active armor and mod authors. The rest you'll have to do yourself in OutfitStudio and BodySlide.

 

Don't chase your tail! When troubleshooting Bouncy Boobs not working, armor could be causing you issues and you wont even know it. Be careful of Lazmans large armor replacer mods converted for Fusion Girl. They look great and work well enough but, he didnt build any of his FOMOD's or installers properly so, they do not install or work correctly without a minor fix. To make matters worse, references show up in BodySlide before the "fix" is made and, MO2 installs the mods without error! He nested his files in a second 'Data' folder and has two identical esp's - one in the proper location and one with the misplaced files inside of the erroneously installed Data folder. After installing his mods, you need to manually cut the files out of his Data folder and paste them in the Mod folder where his Data folder is located, overwrite the esp already there. 

 

For any Mod I want to know the following: Functionality, Compatability and Additional Requirements (implicit or explicit). FO4 body and physics mods functionality and compatability is NOT straight forward or easy to decipher: the number of Bodies (and versions the same body - but not quite), the naming of the mods, the Physics options, Physics Configs and, their compatability with each other and with Armor and, the functionality with Animations are a bit of a mess. Is no one in charge of Revision Control and Compatability? Can we get some ISO and Quality Control up in this bitch! jk. 

 

The CBBE folks should have worked with the Zex folks. This would all be easer if they had.  

 

I'll be trying Zex and Fusion Girl again later today (after disabling the CBBE Physics and Armor); and after I do some double-checking to ensure CBBE is working properly. 

 

I will come back to post and will incldude: what I did to switch over to Zex and FG from CBBE, Physics used, Armor used, Mod List Order & Load Order and, how all of it is working with AAF, for both the PC and NPC's. I will also try the switch over "mid-game" (a day or two into play) and, on a fresh game. 

 

Link to comment
On 11/27/2020 at 5:59 AM, TheBottomhoodofSteel said:

If you're using bodyslide to customize your body shape, please make sure you don't build morphs (Honestly if you're customizing your shape in Bodyslide, not in game, then you shouldn't be installing the in game sliders & Bodygen as it will apply any customizations on top of that or cause other issues) 

I would love to follow that advice, but it clashes with what EgoBallistic wrote in the instructions for Family Planning Enhanced and that mod is way too important to give up for me.

Quote
  • If using Fusion Girl or Jane Bod, build your body in Bodyslide with the "Build Morphs" option enabled after installing.
  • For all body types, always use the "Build Morphs" option whenever you build a body or outfit in BodySlide.

 

So other than my character sometimes getting BodyGen morphs applied too (seems to get fixed after reloading the game though) what happens if I use Family Planning Enhanced with BodyGen and check the build morphs option when building outfits? I'm asking especially because you wrote something about it causing other issues.

 

From the changelog I would assume nothing too bad:

Quote

V2.500 by EgoBallistic

  • Added code to get the current values of morphs on characters, and to add the pre-pregnancy value of morphs to the FPE pregnancy morphs.

...

But I will see if I can replicate my custom preset with ingame sliders. Will give that a try.

    Link to comment
    9 hours ago, Bazinga said:

    I would love to follow that advice, but it clashes with what EgoBallistic wrote in the instructions for Family Planning Enhanced and that mod is way too important to give up for me.

     

    So other than my character sometimes getting BodyGen morphs applied too (seems to get fixed after reloading the game though) what happens if I use Family Planning Enhanced with BodyGen and check the build morphs option when building outfits? I'm asking especially because you wrote something about it causing other issues.

     

    From the changelog I would assume nothing too bad:

    ...

    But I will see if I can replicate my custom preset with ingame sliders. Will give that a try.

    Basically put if you're planning to use mods like FPE and Bodygen, it's really best to just use the 0 sliders prebuilds with morphs and ignore bodyslide unless necessary (You would be using the in game sliders to customize your bodyshape, and any clothing that requires building would be built to FG's 0 Sliders with morphs) 

     

    Building in Bodyslide on top of having the morphs/Bodygen enabled is why some people keep getting the issue of their body not looking like the preset they used. It(the in-game setup) will apply whatever morphs on top of the already built preset. Plus it's pointless to use Bodyslide to build a preset you want, then have in-game sliders/bodygen for applying randomizations to NPCs. Unless you're using a unique player type setup, that base preset will be applied to all females and cause you issues. 



     

    Link to comment

    Thx, I figured that much.

    Earlier today I went ahead and used the ingame body morph sliders in Looksmenu to get the same shape as with the Bodyslide preset before. Worked perfectly and my character didn't have any weird shape changes afterwards. I just wished the sliders had the same name in Bodyslide and ingame. Some of them don't.

     

    One of the NPCs did change her shape though. She started out very chubby, approached my player character for sex and then, when AAF kicked in, she lost all her weight and basically turned into the zero sliders body. That was weird, I guess I will have to test more...

    Link to comment

    That would have to be Fixed in AAF directly. I'm working on a bodygen patch for AAF to make sure that the created doppelgangers bodies don't get randomized when generated. 

     

    I'm currently not sure when that will release as I'm still working out the kinks with the Vagina collisions (What I know so far is the bones for the vagina are too far away from where the fingers/penis/etc are able to collide with, so unless you use crazy high collision values, the collisions don't work at all) I'll have to shift the new vagina bones so that they're closer to where any finger/penis/tongue bone would be able to collide with them to open it up. I also am working on a few other QOL fixes for FG & BT as I'm running to get a new update for BT3 out in the new year. 

    Link to comment
    13 hours ago, TheBottomhoodofSteel said:

    I'm currently not sure when that will release as I'm still working out the kinks with the Vagina collisions (What I know so far is the bones for the vagina are too far away from where the fingers/penis/etc are able to collide with, so unless you use crazy high collision values, the collisions don't work at all) I'll have to shift the new vagina bones so that they're closer to where any finger/penis/tongue bone would be able to collide with them to open it up. I also am working on a few other QOL fixes for FG & BT as I'm running to get a new update for BT3 out in the new year. 

    Won't OCBP enabled vagina collisions be kind of incompatible with animations that already have built in vagina movement? Like most of SavageCabbage for example.

    I'm sure you remember our little exchange about that Animated Fannies conversion I did a while ago.

    I would assume that there will be distortions, like exaggerated gaping that doesn't match the penetrating object.

     

    The bone being far away from the collision sphere isn't necessarily a problem if you know the translation vector ... at least it wasn't when I wrote physics xmls for HDT PE (Skyrim).

    Link to comment
    2 hours ago, Bazinga said:

    Won't OCBP enabled vagina collisions be kind of incompatible with animations that already have built in vagina movement? Like most of SavageCabbage for example.

    I'm sure you remember our little exchange about that Animated Fannies conversion I did a while ago.

    I would assume that there will be distortions, like exaggerated gaping that doesn't match the penetrating object.

     

    The bone being far away from the collision sphere isn't necessarily a problem if you know the translation vector ... at least it wasn't when I wrote physics xmls for HDT PE (Skyrim).

    It may make incompatible or may not, depends on quality of finished config for this, also will be cool to have aaf setting to, disable this for some anims, but I think this feature rather complicated

    Link to comment

    So, updating my test results - the BTv3, FG and Zex combo works great, very happy.

     

    Before installing bodies, physics and animations I installed all my base mods, i.e., sort mods (SimpleSorter), Settlements Mods (not Simms), Weather, etc., and made a couple new fresh saves, and some just to sanctuary or just to concord saves. This takes me days - I try to be very thorough! 

     

    I went heavy with CBBE at first, which works well but, it is not as functional as what I'm used to with SSE. Then I switched to Gender Speficic Animations w/ Knee-Fix CBBE & BodyTalk. It worked well with no issues but, only after you decipher the poorly written instructions for installs of the proper mods and wade through versioning issues, and differing load orders of the mod authors and, the different variations possible, and do things that aren't even in the instructions but are buried in the forum posts - it takes some hours to complete. Major draw back is that it is at least twice the work for no real benefit and with limited functionality compared to CBBE.  

     

    Next, I unchecked all CBBE specific Bodies, Physics and Armor mods and installed Fusion Girl. Using FG specific Physics & Configs and, FG Armor Sliders for CBBE sets along with FG specfic Armors. BodySlideded Fusion Girl and BodyTalk again, rebuilt SimpleSorter and Crafting Patches, rebuilt xEdite merge patch, etc., and it works great and looks great too. 

     

    Long story short, for the functionality us here on this site want: Fusion Girl & BodyTalk with Zex is easier to install, is straightforward and, it works at least as well as CBBE or a more complicated set-up like CBBE Knee-Fix wtih GSS and BTv3. I have plenty of armor sets and replacers installed too - lots of great looking armor mods like Lazmans (lazy bastard that he is), Fort's sets, Pampas, Shino, etc. - all have specific CBBE-to-FG armor conversions or, FG specific armros. All the body functionality you want in the bodies exists with Fusion Girl and BodyTalk. 

     

    For the Fusion Girl & BodyTalk combination make sure to use the specific Physics and, the specific Physics Config files for each of those bodies. 

     

    A quick search on Nexus for "fusion, slider" or "fusion, cbbe" should bring up lots of results for Armor and what not. I am building over 700 armor pieces in BodySlide when I do the full batch build for my Fusion Girl armors. 
     

    Fuck those CBBE guys! (p.s. plz don't ban me from my Skyrim mods)

     

    It's time to install AAF (which is why I went through all of the above work):

     

    I installed AAF, the Sex theme and a couple of animations and I immediately CTD. And no, it's not some other mod or anything I did wrong. I am very thorough. I did all of the above just to test how all the different body/physics/armor/texture variations and combinations would work, and coupled with 190+ other mods (some rather complicated) it all works great in every variation - without AAF. So, by installing one additional mod, and a couple of it's dependencies, I can't even start the game now. In any reasonable universe, AAF is the Mod with incompatability issues and not the other way around. Apparently, for FO4 and AAF to work without immediate or constant CTD / Freezes we have 2x Options:  

     

    A) Install AAF and only it's requirements first then, 1-at-a-time, install AAF add-on's and animations - tesintg each one after install. Then when you got all the AAf stuff you want, and only then, you can try to install your other mods. Which means I would have to start the game appoximately 250+ times (and play for a bit) to ensure I know exactly what mod(s) AAF is incompatible with or... 

     

    B) I can (essentailly) only use only the base game with AAF. Not really a viable option. 

     

    Every time I install a mod I go through the full routine: Loot, xEdit, sorting scripts for xEdit, tweaking load order, reading forums, etc. So, I would have to start the game 250+ times with all the work involved for each mod install (to ensure I have a reliable game running) - we're talking about a ridiculousy long lead-time to get AAF up-and-running, again, with a game moded to do a full play-through. Plus, no matter what, the end result will be uninstallation of mods that I know work well with hundreds of other mods - save for one. It's the very same reason the AAF folks are shitting on VIS-G ni the forums (which does deserve to be shat on) - sort of ironic. 

     

    Link to comment
    On 11/30/2020 at 7:06 AM, Bazinga said:

    Won't OCBP enabled vagina collisions be kind of incompatible with animations that already have built in vagina movement? Like most of SavageCabbage for example.

    I'm sure you remember our little exchange about that Animated Fannies conversion I did a while ago.

    I would assume that there will be distortions, like exaggerated gaping that doesn't match the penetrating object.

     

    The bone being far away from the collision sphere isn't necessarily a problem if you know the translation vector ... at least it wasn't when I wrote physics xmls for HDT PE (Skyrim).

    No. Since I had to make a new set of bones for the vageen specifically as I found the original animation ones didn't work and I predicted that having collision + animation would not be a great combo, it shouldn't interact with the old animated bones as they are no longer assigned (in my working build). Even the original TBBP Bones we had for FG don't do that on the new 3B setup. This does make the anims with it useless, but adds it to animations without it (It's not super hard to change back to the animatable bones anyway, so...)

    Our Exchange on the AF thing was about morphs interacting with animation. Moving a skinned item too far away from the bone's origin point can cause distortion and weirdness in animations. This is exactly why CBBE/Vanilla/WonderBody/Janebody all have the knee issue where the leg crushes in on itself when crouching or bending the leg too much. The leg itself is too far away from the knee origin point that it does that(Fun Fact: Atomic Beauty is the only Exception pre-FG, as the leg was thick enough and shifted a teeny bit forward enough that it can mostly bend ok, There is some slight clipping, but You always have to expect a little bit of it). 

     

    The problem I am noting with the Vageen collisions in my testing is that the Penis/Fingers don't hit anywhere near the current location of the bones. Most of the time they go below the blue dot, and don't touch the collision spheres of any of the vagina bones as it is (unless I set my spheres super high in range and that is not feasible) 

    When I debuted 1.8, it was because in my testing I did notice vageen collisions, but my tester was going towards the clitoris area, nowhere lower. I had some saying it worked, but then once I got it out, it wasn't consistent nor did it happen in sex anims (That's been rolled back, but you are 100% Welcome to fuck around and test it further, as the skeleton wasn't rolled back.) My plan is to shift the new collision compatible bones into the vageen a little closer to where penis/fingers/ tongue are so that the collision spheres hit a little.  

     

    unknown.png?width=297&height=429

     

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    Thx for clarifying.

    2 hours ago, TheBottomhoodofSteel said:

    The problem I am noting with the Vageen collisions in my testing is that the Penis/Fingers don't hit anywhere near the current location of the bones. Most of the time they go below the blue dot, and don't touch the collision spheres of any of the vagina bones as it is (unless I set my spheres super high in range and that is not feasible) 

    When I debuted 1.8, it was because in my testing I did notice vageen collisions, but my tester was going towards the clitoris area, nowhere lower. I had some saying it worked, but then once I got it out, it wasn't consistent nor did it happen in sex anims (That's been rolled back, but you are 100% Welcome to fuck around and test it further, as the skeleton wasn't rolled back.) My plan is to shift the new collision compatible bones into the vageen a little closer to where penis/fingers/ tongue are so that the collision spheres hit a little.  

     

    unknown.png?width=297&height=429

     

    I'm still not sure if you have to move the bones.

    According to this guide you can define an offset for the collision spheres in the OCBPCollisionConfig.txt

    Quote

    Collision spheres

    Format is: x,y,z,radius
    x,y,z are offset from bone position in skeleton
    radius is radius of collision sphere centered around the position + offset

    If it's anything like HDT PE then it doesn't matter at all if the collisions happen close or very far away from the bone. Only the collision sphere needs to be at the correct position.

    And if it's like HDT PE then eyeballing it using the global x,y,z axis in Nifscope won't do it unless the local bone coordinate system has the same orientation (unlikely).

     

    edit:

    I just checked the ZAZ Extended skeleton in Nifscope.

    Nifscope 2 actually shows local coordinate orientation.

    image.png

     

    Local X axis + direction is the red dashed line, Y is the green one, Z the blue one. I would compare that to the mesh to get the necessary offset.

     

    edit:

    After opening the Fusion Girl body mesh and comparing the bone position to the mesh I'd say an X offset of +1 to +2 should move the collision box closer to the rear of the labia.

    Because X and Y directions are switched in that local coordinate system (skeleton).

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    7 hours ago, Bazinga said:

    Thx for clarifying.

    I'm still not sure if you have to move the bones.

    According to this guide you can define an offset for the collision spheres in the OCBPCollisionConfig.txt

    If it's anything like HDT PE then it doesn't matter at all if the collisions happen close or very far away from the bone. Only the collision sphere needs to be at the correct position.

    And if it's like HDT PE then eyeballing it using the global x,y,z axis in Nifscope won't do it unless the local bone coordinate system has the same orientation (unlikely).

     

    edit:

    I just checked the ZAZ Extended skeleton in Nifscope.

    Nifscope 2 actually shows local coordinate orientation.

    image.png

     

    Local X axis + direction is the red dashed line, Y is the green one, Z the blue one. I would compare that to the mesh to get the necessary offset.

     

    edit:

    After opening the Fusion Girl body mesh and comparing the bone position to the mesh I'd say an X offset of +1 to +2 should move the collision box closer to the rear of the labia.

    Because X and Y directions are switched in that local coordinate system (skeleton).

    Thanks for the help on it.

    I'll take a look at a later point then. I did note that no matter what collision sphere size I used, it didn't want to consistently work, so hopefully this fixes it. I'm not too sure how well it'll look but I have high hopes that it'll at least be a good stop gap for anims that don't yet support vageen collisions. 

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    • 3 months later...

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