Vader666 Posted May 12, 2022 Posted May 12, 2022 Im currently doing an outfit which has some skirt-like part i'd like to add physics to. However i don't quite get some of the stuff that seems to be needed here. To get into the whole thing i took a look into the .xml of the HDT version of cloaks of skyrim with JFF. As far as my current understandig goes the rigidbody capsules are constrained to the bones of the custom skeleton of the outfit and the bones of the game skeleton which should get collision. What i quite don't get is the thing about capsule shape having 2 vertex positions in addition the radius. Obviously if X and Y of both vertices are 0 the Z values determine the length of the capsule, but why having X and Y in there ? Since the capsule gets constrained to a point and an orientation, having X and Y position seems superflous to me. However in the .xml sometimes the Z values seem to determine length, sometimes its the X values ... ? So how does that whole thing about the capsule shape actually work ? In addition to that, which point of the capsule is actually constrained to the specified location ? Is it vertex 1 , vertex 2 or Center of Mass ? Some insight would be much appreciated.
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