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Clarifications on SMP


Dorabella

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Posted

As the title suggests, I am trying to generate an SMP . My computer limitations force me to use Nifskope and OS 

I generated the knots and bones , applied the coordinates that, in theory, should generate the movement of the dress . Movement is not generated, I was wondering if:

 

1) Change coordinate values?

2) Is a virtual part really necessary? 

3) Am I forgetting / doing something wrong?

 

What I have achieved so far, is a flickering of the dress

 

Spoiler

Immagine.jpg.2c1a49a859ec82c51c63137ecf7f54e4.jpg

 

 

 

Immagine1.jpg.1efd52e8b142ee3f805abbd41ec332ea.jpg

 

 

 

 

 

Spoiler

 

 

 

Below, I attach the nif and the XML for those who want to take a look at it

 

Body_1.nif       Violet front.xml

Body_1.nif

Posted
55 minutes ago, ?????? 1627 said:

 

Below, I attach the nif and the XML for those who want to take a look at it

The bone weights are way too low. For example LC04 has a bone weight of only 0.0005.
In the OS in the Bones tab there is an option for posing (rotation, offset) of bones. You should use that. SHIFT + Bone Brush = soften the bone weights

Posted

I Try  .  

 

For example LC04 has a bone weight of only 0.0005. :  

 

Does a weight that is too low mean it is too light to move?
Conversely, is too heavy a weight too heavy to move?

Posted
3 hours ago, ?????? 1627 said:

I Try  .  

 

For example LC04 has a bone weight of only 0.0005. :  

 

Does a weight that is too low mean it is too light to move?
Conversely, is too heavy a weight too heavy to move?

Whether Bullet or Havok, only bones are moved. The bone weight is like a kind of glue to the bones.

The stronger the bone weight, the more the vertices follow the bone.
If it's too low, it's bad, if it's too high, it's bad too.
Use the posing and also scaling functions in OS to get a good result. <- This is important.
By the way - the mesh could do with a lot more polygons. Polygons hardly affect the performance of Skyrim at all. If you go to the limit (64k triangles, with an optimal mesh 32k polygons) a maximum of 10-15 FPS drops can be measured.

Posted

If possible, a couple of screens, just to make the explanation clearer  

 

I've never handled OS that much, and what others seem simple to me seems a tad complicated to understand . 

 

A step forward, I did it anyway. By tweaking some weights, I eliminated the annoying jitter seen in the video

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