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Arms bending weird in HDT-SMP outfits


rknova

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Posted

I posted on SSE Technical Support but am hoping maybe posting here will get more responses.

 

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Hi, I am adding HDT-SMP cloth physics (for the skirts) to the SSE CBBE Draconic Bloodline mod (which is a conversion of the Oldrim mod except no physics). I keep running into this weird arm bending bug that I somehow fixed for 2 of the outfits (Iron Rose and Blood Robe) but I can't get rid of it for the remaining 2 outfits (Lotus and Leather). If I remove the HDT xml files the meshes appear ok without the arm bug without physics of course but when I add the HDT xml files then the arms bend into this weird shape but the cloth physics are ok (no melting or anything). One outfit (Leather) does not have physics that touch the arms at all (same for Iron Rose and Blood Robe that I managed to complete), the other outfit (Lotus) has big draping sleeves which has physics that touch the arms. The bones are declared correctly in the xml from what I can tell since there is no melting and the skirt/sleeves parts flow, the bone weights around the arms also seem correct using the SSE CBBE mod as reference. 

 

For these outfits I basically grabbed the Oldrim version that has physics, optimized them, deleted everything except the skirt parts using 3DS Max 2015, and used them as references to copy the bones/bone weights over to the SSE CBBE mod in outfit studio, redid the bone weights on the skirts as needed, and then used Tooneyman's guide on youtube to write the xml. This process worked for 2 of the outfits (Iron Rose and Blood Robe), but I did notice this bug at some point while working on them and kept starting over until the bug stopped appearing. I once ran into a bug with HDT while working on Leather, the arm bent parts and the skirts were frozen in place while the rest of the character's body stretched away as I ran around, which makes me think HDT is somehow affecting the arms even when they shouldn't (I ran into this frozen in place bug because I changed the xml and loaded a save wearing the outfit in-game, it went away after re-equipping Leather).

 

Nothing is overwriting the XP32 skeleton except the various creature mods from rogueshot like Wicked Werewolves. I am not using Realistic Ragdolls Force or the HDT-SMP version of KS hairdos. I have Build Morphs checked when building the outfits in bodyslide. The only other physics mod I have is 3BA(3BB), I have not added 3BBB physics to any of the outfits yet (I am planning on adding to Lotus once it is complete).

 

I have attached 2 screenshots of Leather, one with the original SSE CBBE weights on the arms (nothing touched) and one with copied weights from the CBBE reference in bodyslide, and 1 screenshot of Lotus.

Any ideas? Also let me know if you want the files to look at, I would appreciate it very much!

 

 

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Posted

So the solution to this was to keep restarting over like I did with the first two outfits. I think the bones weren't getting saved properly in bodyslide, opening them up in nifscope revealed missing bones for some reason so I had to keep reimporting the parts that had HDT bones in to get them saved properly for example. Whenever I imported things in (like the HDT-PE skirts to copy weights or the virtual ground for collision), the skeleton seemed to go wonky. There were also a lot of CME bones plaguing the skeleton and getting rid of those seemed to help? Also the skeleton I was using was XP32 Maximum Skeleton Special Extended, I forgot to include that title fully.

 

So if anyone else runs into this problem, it is the skeleton that has errors which can be fixed in nifscope and then imported in bodyslide.

  • 2 years later...

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