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Real-Time Body Physics (DirectX 11)


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Posted
 

its a mode that really looks interesting but also that can break the game as I see 

I've been using it since the beginning and it's not broken anything.

Posted
 

its a mode that really looks interesting but also that can break the game as I see 

For the record, the game comes broken when you buy it, IMO.

Posted
7 hours ago, Noia do Rio De Janeiro said:

yo, the movement of the butt in sex animation is asking too much, the right thing would be to ask / research about collision. CPVC image.png.70c08f384ee15540af6bec00318bc8e1.pngcould you explain to us what each one of them does? or at least put it in readme.html

So, mass is how heavy the body part is. How resistant it is to its position changing.

 

Damping is how fast the bouncing stops. Kinda like friction. Higher values make the bouncing stop quicker.

 

The springK constant defines the spring characteristics of the simulation. Basically how elastic the spring is and how it will respond when force acts upon it. Google "Hooke's Law" for more information. Higher values will make the spring act more springy. "For every action, there is an equal and opposite reaction."

 

Max length defines how far the body part is allowed to get away from its intended position. Basically, how far the spring can stretch before it won't stretch anymore.

 

Power is is the multiplier for the force that acts on the simulations at "1.0" the force is unchanged. "2.0" is double, "0.5" is half. I don't recommend playing with this one. I put it in for debugging purposes and will probably remove it in the future.

 

Gravity is the gravity of the simulations, a constant downward force acting on the springs in meters per second. "9.80665" is the gravity of earth. RTBP assumes every sim is 1.7272 meters tall, or 5'8". Higher gravity levels will will make everything sag much more. I wouldn't play with this one either, unless you'd like to pretend your sims live on another planet or if they're training to fight Cell or something.

 


It is possible to give these variables values that put the simulations out of equilibrium. For example, if you set the mass too high, the springK won't be able to overcome the force and your sims' body parts will sink into the floor. If the springK is set too high, the body parts will start bouncing faster and faster and never stop.

Posted
18 hours ago, CPVC said:

So, mass is how heavy the body part is. How resistant it is to its position changing.

 

Damping is how fast the bouncing stops. Kinda like friction. Higher values make the bouncing stop quicker.

 

The springK constant defines the spring characteristics of the simulation. Basically how elastic the spring is and how it will respond when force acts upon it. Google "Hooke's Law" for more information. Higher values will make the spring act more springy. "For every action, there is an equal and opposite reaction."

 

Max length defines how far the body part is allowed to get away from its intended position. Basically, how far the spring can stretch before it won't stretch anymore.

 

Power is is the multiplier for the force that acts on the simulations at "1.0" the force is unchanged. "2.0" is double, "0.5" is half. I don't recommend playing with this one. I put it in for debugging purposes and will probably remove it in the future.

 

Gravity is the gravity of the simulations, a constant downward force acting on the springs in meters per second. "9.80665" is the gravity of earth. RTBP assumes every sim is 1.7272 meters tall, or 5'8". Higher gravity levels will will make everything sag much more. I wouldn't play with this one either, unless you'd like to pretend your sims live on another planet or if they're training to fight Cell or something.

 


It is possible to give these variables values that put the simulations out of equilibrium. For example, if you set the mass too high, the springK won't be able to overcome the force and your sims' body parts will sink into the floor. If the springK is set too high, the body parts will start bouncing faster and faster and never stop.

holy, I'll see if I can make this 'mod' look good in my game, thanks for your time spent explaining it all

Posted
6 hours ago, Noia do Rio De Janeiro said:

holy, I'll see if I can make this 'mod' look good in my game, thanks for your time spent explaining it all

Bear in mind that the simulations aren't perfect at this stage. As far as I can tell, we're still not simulating in true world space. The simulators react to the sims' animations, but not their actual position in the world (that's why you don't see a lot of boob bounce when your sims are going up or down stairs).

 

I've found the model-view-projection matrix (register 206, in case you were wondering), but I have yet to isolate the "model" portion of the matrix, which is what I need to transform the simulations into true world space.

 

I'm working on it, though. This sort of modding requires a lot of experimenting. A lot of throwing stuff at the wall until something sticks.

 

(Sorry about all the jargon.)

Posted
10 hours ago, Kodenu said:

What Is the Airspeed Velocity of an Unladen Swallow?

European or African? The variables are very different depending on the geographical origin of the bird. You see... :thumbsup:

Posted

I cant seem to get the mod to work in game, the breasts work fine in cas but thats about it. I have been trying for a couple days now but no results. Not really sweating it too much because I know you're working hard on this mod. Keep up the good work though

Posted
7 hours ago, BlahBlah110 said:

I cant seem to get the mod to work in game, the breasts work fine in cas but thats about it. I have been trying for a couple days now but no results. Not really sweating it too much because I know you're working hard on this mod. Keep up the good work though

check out some early posts in this thread about removing "BC Bouncing Boobies" rigs from WW (and any other major mods that include the BCBB rig, which seems to interfere with CPVC's mod).  BCBB was great while it lasted--until this mod.  a lot of work editing ALL stock animations and faking physics.

Posted
On 12/17/2020 at 7:32 AM, CPVC said:

I think I might have fixed the male butt gap glitch. In doing so, I fixed a few other bugs that were bothering me. Another coordinate system thing...

 

I might release a new preview tomorrow. No super significant changes, but quite a few bug fixes.

 

In the mean time, what do you guys think of the RTBP logo I threw together?

 

RTBP Logo.png

How do you like this option?

1177124153_RTBPLogo.png.5a2fb4e46bbd08df1405920d7ec61d99.png.bce6cd490a175b92cd4fe4ed5a12cf52.png

 

Posted
7 hours ago, alexlll said:

How do you like this option?

1177124153_RTBPLogo.png.5a2fb4e46bbd08df1405920d7ec61d99.png.bce6cd490a175b92cd4fe4ed5a12cf52.png

 

I like it! Just like RTBP is a work in progress, so is the logo.

Posted

Hi ! I've just downloaded the mod and I'm trying to set it up. Am I safe to use the default settings, or should I tweak them a bit first ?

Posted
38 minutes ago, Shay Winter said:

Hi ! I've just downloaded the mod and I'm trying to set it up. Am I safe to use the default settings, or should I tweak them a bit first ?

Use default settings first, and see what you'd like changed, then try tweaking the corresponding settings. Just my opinion.

Posted
1 hour ago, gbrbasilio said:

Any way to have this only on the breasts, disable the butt jiggle?

Yes. Open "RTBP/Settings.ini", find the lines that start with "enableFemaleButtPhysics" and "enableMaleButtPhysics" (at this time, lines 5 and 6) and change the part after that says "true" to "false" for both lines. This instructs RTBP to not create butt simulators for both female and male butts.

Posted
On 1/6/2021 at 4:58 AM, guigoso said:

Can you help me, the butt glitches out and the boobs don't jiggle

 

Could you post your log file (found at "[GAME INSTALLATION DIRECTORY]/Game/Bin/RTBP/Log.txt")? And perhaps, some screen shots of the butt glitching out if possible? Thank you.

Posted

hi im getting crash as soon as female character is selected in cas. tried only using your mod as well but same thing, instant ctd as soon as female character is selected.. if you need log file i will post.

 

Posted
2 hours ago, Ifrit158 said:

hi im getting crash as soon as female character is selected in cas. tried only using your mod as well but same thing, instant ctd as soon as female character is selected.. if you need log file i will post.

 

 

Ok yeah, would you mind posting your log file? It might give me a few hints at what the problem is (or at least tell me where I should start looking). Thank you!

 


While I'm here, I might as well give the rest of you an update on the status of RTBP:

 

* I found a new library to load images, so hopefully the logo will show up now without any problems. The logo feature isn't really that important, I just want people to know whether or not they correctly installed RTBP. If you don't want to see the logo while the game is loading, just delete the logo file ("RTBP/Logo.png").

 

* The Sims 4 and RTBP are now on speaking terms. I wrote a script mod that will talk with RTBP and send it updates on the state of the simulation. RTBP will now stop simulating when the game is paused or if the simulation speed is set to 2 or 3.

 

* Some minor performance improvements.

 

* Balls. Bouncing balls. The people asked for it, so I added it. It hasn't been tested extensively outside of CAS, but expect that in the next preview release. https://www.youtube.com/watch?v=xPlqLHcphyw

 


Outside of that I've been doing a lot of experimenting. As I've said before, I'd really like to isolate the "model" portion of the "model-view-projection matrix" so I can simulate in true world space. I've had some success with memory hacking, but this method isn't that reliable. Plus with every new build of the Sims, the offsets will change...

 

I've been thinking about new ways of creating bones at runtime, as well. My current method involves simple geometric queries on the mesh. Basically, when I create butt or ball bones, I just modify the vertices that are closest to the reference points, while interpolating the weight, or strength of the bone's influence, by distance from the reference point.

 

This isn't perfect, though, and I think maybe weight maps are the way to go. They could be hand crafted in Blender and loaded by RTBP at runtime.

 

(Again, sorry about all the jargon.)

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