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How to make SMP. "Bubbling" mesh issues.


Myst42

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Posted

I have to ask here too since I've tried a lot of places and had no luck.

 

So I "kinda" know how to make SMP outfits, at least the basics. I'm using Blender so I can create new bones, use the "auto rigging" function to set up the basic mesh rigging, then tweak details manually to adjust it.

 

I also know that writing an xml requires some basic blocks, and basically what I've been doing is: define generic physics block for bones, then list bones that are supposed to move, then use the constraints block supposedly to define what limits the bones should have in their motion, after that, list the actual constraints, which basically is bone, in relation to its parent. Finally, Add the collision code blocks, defining some meshes, what can and cant collide with what, and most importantly, set to "private" so that the SMP features only apply to that nif and not others.

 

But here's my problem.

 

Every single time I've tried making more complex things like capes or dresses, I get this weird "bubble" effect

It's like the dress IE had internal collision bubbles that keep on inflating it, especially on the topper areas like closer to the pelvis, while further areas like the bottom of a dress behave more decently.

It's like the collision area provided by virtual collision mesh was 10 times larger than the mesh actually is. Here's a picture, for reference.

Spoiler

ScreenShot6.jpg

Ive tried multiple settings, like setting bone margins to something either close to 0 or just full 0, after the bone physics block, setting collision mesh margins to 0, and "thresholding" bones, also on the collision mesh settings block.

The thresholding procedure is so far the one that has given me the best results, but I still can't figure it out.

 

Often, doing all of that stuff results in either an ineffective measure, and I still have twitching bubbles on my mesh, or sometimes the bubbles go away, but so does the collision and the skirt just passes through the body.

 

I read that SMP was supposed to be this advanced thing that didn't use bone capsules to determine collisions and used mesh geometry instead. But on practice, I get these weird collisions like there were not just bone capsules, but entire invisible gigantic spheres messing it up, and those collisions have nothing to do with the shape of the meshes.

 

Another issue that bothers me is that the bones, when given physics don't start where I made them. I carefully positioned new bones in blender a certain way that follows the shape of the mesh, and expected the physics to start from there and just rotate the bone when needed. But in practice, they never start there and always start angled at a different way.

I thought the constraint settings were there to prevent that. That if you set all limits to 0, in theory, the bone should remain static, being limited to its exact origin position, except it doesn't, it still moves and it's still wrongly positioned. IE that skirt was supposed to go around the legs, but in game, if I remove all collisions, and make the bubbling bug go away, and if I also remove constraint margins and set them all to 0, the skirt still falls to the ground directly and clips though the legs.

And this was tested on LE and SE, with no "gravity" setting either.

 

I just need to understand how to fix this and why does none of the coding blocks do what it's supposed to do. How does people even make SMP when this thing lacks any sense of logic?

 

I've been bashing my head on this for months and found little no no help online, but I forgot to ask here so... Maybe someone here knows something?

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