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Old HDT Support Thread.


Monsto Brukes

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how to download this 10 - 25 version file ? :s

the link on baidu just show 1 folder named " HDT physic extension " is that 10 -25 ?

 

Click the folder to open it up and download the *.dll (and *.xml) file... (using the download arrow symbol and the white button after that).

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what do you mean? the pre"bone" your animating?

 

example for

0073        R Prebreast

0074        R Breast

 

        <hkobject name="#0073" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6">

            <!-- memSizeAndFlags SERIALIZE_IGNORED -->

            <!-- referenceCount SERIALIZE_IGNORED -->

            <hkparam name="type">TYPE_SPRING_DAMPER</hkparam>

            <hkparam name="minForce">-340282001837565600000000000000000000000.000000</hkparam>

            <hkparam name="maxForce">340282001837565600000000000000000000000.000000</hkparam>

            <hkparam name="springConstant">3.000000</hkparam>

            <hkparam name="springDamping">0.050000</hkparam>

        </hkobject>

 

        <hkobject name="#0074" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6">

            <!-- memSizeAndFlags SERIALIZE_IGNORED -->

            <!-- referenceCount SERIALIZE_IGNORED -->

            <hkparam name="type">TYPE_SPRING_DAMPER</hkparam>

            <hkparam name="minForce">-340282001837565600000000000000000000000.000000</hkparam>

            <hkparam name="maxForce">340282001837565600000000000000000000000.000000</hkparam>

            <hkparam name="springConstant">180.000000</hkparam>

            <hkparam name="springDamping">2.000000</hkparam>

        </hkobject>

 

 

so you're saying the spring constant and damping is limited to a single axis on a single axis on a single bone?

 

in MAX i can move either bones in the x, y or z axis,...so I thought the spring constraints were applied to all axis for all bones,....

 

wouldn't it simply state:

 

pre-bones - affect horizontal or sway

normal or (child) bones - affect vertical or bounce

 

the area word used is whats throwing me off

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im using your latest File you uploaded here xp32

 

my logs from HDTPhysics Original  released @ 2013-11-01 16:13

 

 

hdtPhysicsExtensions

[11/01/13 22:05:59]INFO: Queue OK

[11/01/13 22:05:59]INFO: System run with 8 threads

[11/01/13 22:05:59]INFO: Havok simulated world created.

[11/01/13 22:05:59]INFO: SKSEPlugin_Load

[11/01/13 22:06:04]INFO: Suspending ... Mist Menu

[11/01/13 22:06:19]INFO: Resuming... Fader Menu

[11/01/13 22:06:19]INFO: Suspending ... HUD Menu

[11/01/13 22:06:19]INFO: Resuming... Fader Menu

[11/01/13 22:06:19]INFO: Suspending ... Loading Menu

[11/01/13 22:06:30]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:31]INFO: Resuming... Mist Menu

[11/01/13 22:06:31]INFO: Cell changed...

[11/01/13 22:06:31]INFO: Add character 00000014

[11/01/13 22:06:32]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:32]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:44]INFO: Suspending ... Cursor Menu

[11/01/13 22:06:50]INFO: Resuming... RaceSex Menu

[11/01/13 22:06:50]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:50]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:56]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:06:57]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:07:35]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 22:07:47]INFO: Suspending... RaceSex Menu

[11/01/13 22:07:47]INFO: Resuming... RaceSex Menu

[11/01/13 22:07:53]INFO: Suspending ... Fader Menu

[11/01/13 22:07:59]INFO: Resuming... Loading Menu

 

 

 

 

No crashes all working smooth just got that artifact.

 

OK im gonna trace back all the files related to hair Physics, Ill try your packed DLL and come back to post.

OK, I think I know why got no artifact and you got it. It because I'm using my new skeleton_female.nif in developement that has extra bones. I'll gonna give a new file later

AzarHairlinePonytail03.nif

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so you're saying the spring constant and damping is limited to a single axis on a single axis on a single bone?

 

in MAX i can move either bones in the x, y or z axis,...so I thought the spring constraints were applied to all axis for all bones,....

 

wouldn't it simply state:

 

pre-bones - affect horizontal or sway

normal or (child) bones - affect vertical or bounce

 

the area word used is whats throwing me off

 

 

Arrok im not saying it the Doc file is, if im interpreting it correctly

 

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so you're saying the spring constant and damping is limited to a single axis on a single axis on a single bone?

 

in MAX i can move either bones in the x, y or z axis,...so I thought the spring constraints were applied to all axis for all bones,....

 

wouldn't it simply state:

 

pre-bones - affect horizontal or sway

normal or (child) bones - affect vertical or bounce

 

the area word used is whats throwing me off

 

 

Arrok im not saying it the Doc file is, if im interpreting it correctly

 

 

 

seems a better interpretation than my own,....didnt mean to pry, thanks a lot for the response,...it at least gives me something to go by

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BY GOD I FIXED IT!!!

 

or rather i found a workaround but whatever!

 

so i was playing around with the skeleton rig, to see whats what... at some point i took the vanilla rig and startet implementing one breast bone after the other to see where the problem was... both prebreast-bones were no problem

after implementing the two breastbones i had the same thing as before, so the incompatibility was here...

i realized that i could not do anything with the skeleton rig... either i implement the bones and have fucked up HDT or i dont and have no tbbp animations...

so i tried something different: I added one aditional breast bone to each breast, so the order is prebreast-BREAST2-breast-breast01,

cuz i thought ill try to apply the HDTphysics to the breast2 bone, thats not part of the rig, and my tbbp animations to the standard breast/breast01, which are in the skeleton-rig...

and here i got lucky... to apply HDTphysics to not breast but breast2 i just needed to change the name of the bones in the "hdtPhysicsExtensionsDefaultBBP.xml"... that was completely guessed but it works :D

 

so if you want the animations of v9-28 with newer versions... thats how it works for me

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v11.01.21 CTD when changing from male to female in ECE

 

 

 

hdtPhysicsExtensions
[11/01/13 19:23:38]INFO: Queue OK
[11/01/13 19:23:38]INFO: System run with 4 threads
[11/01/13 19:23:38]INFO: Havok simulated world created.
[11/01/13 19:23:38]INFO: SKSEPlugin_Load
[11/01/13 19:23:59]INFO: Suspending ... Mist Menu
[11/01/13 19:24:17]INFO: Resuming... RaceSex Menu
[11/01/13 19:24:17]INFO: Cell changed...
[11/01/13 19:24:18]WARNING: Physics delta time > 0.2, lose time
[11/01/13 19:24:19]WARNING: Physics delta time > 0.2, lose time
[11/01/13 19:24:36]ERROR: Fatal error occured
[11/01/13 19:24:36]ERROR: Code : 0xc0000005
[11/01/13 19:24:36]ERROR: Flag : 0x00000000
[11/01/13 19:24:36]ERROR: Module : 
[11/01/13 19:24:36]ERROR: Address : 0x0046ecf5
[11/01/13 19:24:36]ERROR: Module Address : 0xf6b26220
[11/01/13 19:24:36]ERROR: ExceptionContent saved in hdtPhysicsExtensions.dump
[11/01/13 19:24:36]ERROR: Plugin is trying to save game

 

 

 

v11.02 - Same CTD on changing to female.

 

 

hdtPhysicsExtensions
[11/01/13 19:31:32]INFO: Queue OK
[11/01/13 19:31:32]INFO: System run with 8 threads
[11/01/13 19:31:32]INFO: Havok simulated world created.
[11/01/13 19:31:32]INFO: SKSEPlugin_Load
[11/01/13 19:31:53]INFO: Suspending ... Mist Menu
[11/01/13 19:32:14]INFO: Resuming... RaceSex Menu
[11/01/13 19:32:14]INFO: Cell changed...
[11/01/13 19:32:15]WARNING: Physics delta time > 0.2, lose time
[11/01/13 19:32:16]WARNING: Physics delta time > 0.2, lose time
[11/01/13 19:32:28]ERROR: Fatal error occured
[11/01/13 19:32:28]ERROR: Code : 0xc0000005
[11/01/13 19:32:28]ERROR: Flag : 0x00000000
[11/01/13 19:32:28]ERROR: Module : 
[11/01/13 19:32:28]ERROR: Address : 0x0046ecf5
[11/01/13 19:32:28]ERROR: Module Address : 0xf6b25050
[11/01/13 19:32:28]ERROR: AccessViolation, try to read 0x000000b4 failed
[11/01/13 19:32:28]ERROR: ExceptionContent saved in hdtPhysicsExtensions.dump
[11/01/13 19:32:28]ERROR: Plugin is trying to save game 

 

 

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v11.01.21 CTD when changing from male to female in ECE

 

v11.02 - Same CTD on changing to female.

 

can you try xp32 packed DLL here

 

Edit: I just tested right now

 

 

hdtPhysicsExtensions

[11/01/13 23:46:55]INFO: Queue OK

[11/01/13 23:46:55]INFO: System run with 8 threads

[11/01/13 23:46:55]INFO: Havok simulated world created.

[11/01/13 23:46:55]INFO: SKSEPlugin_Load

[11/01/13 23:47:00]INFO: Suspending ... Mist Menu

[11/01/13 23:47:21]INFO: Resuming... RaceSex Menu

[11/01/13 23:47:21]INFO: Cell changed...

[11/01/13 23:47:25]WARNING: Physics delta time > 0.2, lose time

[11/01/13 23:47:25]INFO: Add character 00000014

[11/01/13 23:47:44]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 23:47:46]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 23:47:47]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\azar\AzarHairPonytail03.xml

[11/01/13 23:47:58]INFO: Suspending... RaceSex Menu

[11/01/13 23:47:58]INFO: Resuming... Cursor Menu

[11/01/13 23:48:01]WARNING: Physics delta time > 0.2, lose time

[11/01/13 23:48:04]INFO: Suspending ... Book Menu

[11/01/13 23:48:06]INFO: Resuming... Book Menu

[11/01/13 23:48:10]INFO: Suspending ... InventoryMenu

[11/01/13 23:48:12]INFO: Resuming... Cursor Menu

[11/01/13 23:48:27]INFO: Suspending ... Journal Menu

 

 

 

oh and make sure all your skse pluggins are updated. if it still fails this is a list of my skse pluggins working

 

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@Nshell

for my earlier hair file. fast fix use this files and overwrite the older one. Sorry, you might have to use explorer and copy paste it manually

 

thx ^^ but your still releasing your new skeleton arent you? ^^

 

HA! you made it work flawlessly xp32 ^^

 

thx. no more artifacts ^^

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@XP32 :

 

I asked this on your Nexus thread, I dunno if you saw it, but I wanted to know, isn't the hair you released on Nexus the same as MortredLhair from 3DGamers, ( Laura Hair ), and if so, was that YOU on 3DGamers that released it? I only asked because I wondered if someone else came along and saw it and had the same knowledge \ download and was a hell of a lot more Anal than me about such things might complain to Nexus admins, and I think we would ALL agree that no one wants to see you get in trouble on Nexus.

 

Regardless of if it is you on 3DGamers or not, I've had the hair for a bit now ( well, the Laura WIG, though I don't mind Wigs, IMO it lets me have TWO hairstyles on the fly instead of 1 ) and so far it has worked pretty much flawlessly. It has caused a CTD here and there when the game has something happen that causes HDTPhysics to stop and I move, only for the Physics to kick back in and the hair, for lack of a better description, SLINGSHOTS from point A to point B. Other than when that happens ( I think it was twice ) everything has worked without issue.

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I start to CTD around 8 for the x,y,z constraints for the InertiaAndMassInv settings for L and R Breasts

 

Haven't got a CTD on 7 yet though,....

 

Would probably need to go to 10 or higher to get the range of motion Im interested in,...guess its too much of a strain though.

 

Its also not in the doc,...but 0063, and 0071 appear to be the L and R Butt InertiaAndMassInv setting,...not sure if this is true or which is R or which is L,....still testing

 

Edit: Ok 10 and beyond is working sometimes now,...gonna write that off as a script conflict or a save problem,...

 

 

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@XP32 :

 

I asked this on your Nexus thread, I dunno if you saw it, but I wanted to know, isn't the hair you released on Nexus the same as MortredLhair from 3DGamers, ( Laura Hair ), and if so, was that YOU on 3DGamers that released it? I only asked because I wondered if someone else came along and saw it and had the same knowledge \ download and was a hell of a lot more Anal than me about such things might complain to Nexus admins, and I think we would ALL agree that no one wants to see you get in trouble on Nexus.

 

Regardless of if it is you on 3DGamers or not, I've had the hair for a bit now ( well, the Laura WIG, though I don't mind Wigs, IMO it lets me have TWO hairstyles on the fly instead of 1 ) and so far it has worked pretty much flawlessly. It has caused a CTD here and there when the game has something happen that causes HDTPhysics to stop and I move, only for the Physics to kick back in and the hair, for lack of a better description, SLINGSHOTS from point A to point B. Other than when that happens ( I think it was twice ) everything has worked without issue.

 

the hair was taken from the azar pony tail hair pack and rigged to the hair bones by xp32

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So it isn't caused by the number of threads. :s

I just upload a new version, it can record the type of the exception correctly(old version record a 'null', obviously wrong).

 

 

 
[11/01/13 23:24:43]INFO: Add character 3b00aef5
[11/01/13 23:24:45]ERROR: Fatal error occured
[11/01/13 23:24:45]ERROR: Code : 0xc0000005
[11/01/13 23:24:45]ERROR: Flag : 0x00000000
[11/01/13 23:24:45]ERROR: Module : d3d9.dll
[11/01/13 23:24:45]ERROR: Address : 0x01f87fcb
[11/01/13 23:24:45]ERROR: Module Address : 0x01f60000
[11/01/13 23:24:45]ERROR: AccessViolation, try to read 0x13921798 failed

 

 

An access violation CAUSE BY ENB!

Remove your High-res Texture Package, guy!

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Its also not in the doc,...but 0063, and 0071 appear to be the L and R Butt InertiaAndMassInv setting,...not sure if this is true or which is R or which is L,....still testing

 

Edit: Ok 10 and beyond is working sometimes now,...gonna write that off as a script conflict or a save problem,...

 

exactly   MOTION_SPHERE_INERTIA

 

0063  NPC R Butt

0071  NPC L Butt

 

0079  NPC R Breast

0087  NPC L Breast

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BY GOD I FIXED IT!!!

 

or rather i found a workaround but whatever!

 

so i was playing around with the skeleton rig, to see whats what... at some point i took the vanilla rig and startet implementing one breast bone after the other to see where the problem was... both prebreast-bones were no problem

after implementing the two breastbones i had the same thing as before, so the incompatibility was here...

i realized that i could not do anything with the skeleton rig... either i implement the bones and have fucked up HDT or i dont and have no tbbp animations...

so i tried something different: I added one aditional breast bone to each breast, so the order is prebreast-BREAST2-breast-breast01,

cuz i thought ill try to apply the HDTphysics to the breast2 bone, thats not part of the rig, and my tbbp animations to the standard breast/breast01, which are in the skeleton-rig...

and here i got lucky... to apply HDTphysics to not breast but breast2 i just needed to change the name of the bones in the "hdtPhysicsExtensionsDefaultBBP.xml"... that was completely guessed but it works :D

 

so if you want the animations of v9-28 with newer versions... thats how it works for me

 

Update your nioverride.dll to latest version guy!~

It's a known and fixed bug.

Link to comment

I just upload a new xml and now the structs of generic constraints look the same.


		<hkobject name="#0083" class="hkpGenericConstraintData" signature="0xda80914e">
			<!-- memSizeAndFlags SERIALIZE_IGNORED -->
			<!-- referenceCount SERIALIZE_IGNORED -->
			<hkparam name="userData">0</hkparam>
			<hkparam name="atoms">
				<hkobject>
					<hkparam name="bridgeAtom">
						<hkobject>
							<hkparam name="type">TYPE_BRIDGE</hkparam>
							<!-- buildJacobianFunc SERIALIZE_IGNORED -->
							<hkparam name="constraintData">#0083</hkparam>
							<!-- padding SERIALIZE_IGNORED -->
						</hkobject>
					</hkparam>
				</hkobject>
			</hkparam>
			<hkparam name="scheme">
				<hkobject>
					<!-- info SERIALIZE_IGNORED -->
					<hkparam name="data" numelements="23">
						(0.000000 0.000000 0.000000 0.000000) <!-- 1 Pivot A -->
						(0.000000 0.000000 2.000000 0.000000) <!-- 2 Pivot B -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 8 Matrix3x3 angular basis A -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(1.000000 0.000000 0.000000 0.000000) <!-- 9 Matrix3x3 angular basis B -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(-0.200000 0.200000 0.000000 0.000000) <!-- 17 0 Angular limit at axis 1 in radius -->
						(-0.100000 0.100000 0.000000 0.000000) <!-- 17 1 Angular limit at axis 2 in radius -->
						(-0.500000 0.500000 0.000000 0.000000) <!-- 17 2 Angular limit at axis 3 in radius -->
						(0.000000 0.000000 0.000000 0.000000) <!-- 14 0 Angular motor index at axis 1 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 14 1 Angular motor index at axis 2 -->
						(2.000000 0.000000 0.000000 0.000000) <!-- 14 2 Angular motor index at axis 3 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 4 0 Linear dof 1 relate to B -->
						(0.000000 1.000000 0.000000 0.000000) <!-- 4 1 Linear dof 2 relate to B -->
						(0.000000 0.000000 1.000000 0.000000) <!-- 4 2 Linear dof 3 relate to B -->
						(-1.000000 1.000000 0.000000 0.000000) <!-- 16 0 Linear limit at dof 1 -->
						(-2.000000 2.000000 0.000000 0.000000) <!-- 16 1 Linear limit at dof 2 -->
						(-6.000000 6.000000 0.000000 0.000000) <!-- 16 2 Linear limit at dof 3 -->
						(3.000000 0.000000 0.000000 0.000000) <!-- 15 0 Linear motor index at axis 1 -->
						(4.000000 0.000000 0.000000 0.000000) <!-- 15 1 Linear motor index at axis 2 -->
						(5.000000 0.000000 0.000000 0.000000) <!-- 15 2 Linear motor index at axis 3 -->
					</hkparam>
					<hkparam name="commands" numelements="35">
						1 2 8 9 17 0 17 1 17 2 14 0 14 1 14 2
						4 0 4 1 4 2 16 0 16 1 16 2 15 0 15 1
						15 2 0
					</hkparam>
					<!-- modifiers SERIALIZE_IGNORED -->
					<hkparam name="motors" numelements="6">
						#0082 #0082 #0082 #0081 #0081 #0081
					</hkparam>
				</hkobject>
			</hkparam>
		</hkobject>

and larger range for up and down on breasts. ;)

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Its also not in the doc,...but 0063, and 0071 appear to be the L and R Butt InertiaAndMassInv setting,...not sure if this is true or which is R or which is L,....still testing

 

Edit: Ok 10 and beyond is working sometimes now,...gonna write that off as a script conflict or a save problem,...

 

exactly   MOTION_SPHERE_INERTIA

 

0063  NPC R Butt

0071  NPC L Butt

 

0079  NPC R Breast

0087  NPC L Breast

 

 

well so far,....ive tested increasing everything by way over 100% their starting settings,...but there is little observed change for most,...

 

honestly I wouldnt even notice a difference if I didnt intentionally test different settings for L and R,...

 

and you only notice it by the bouncing being a tad off sync from L and R

 

its the same problem I had when trying to set spring constraints in MAX.   Even with spring settings maxed out,...the resulting motion was minuscule,...

 

nothing compared to the motion I can get from manually rotating the breasts, and keying frames,...

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I just upload a new xml and now the structs of generic constraints look the same.


		<hkobject name="#0083" class="hkpGenericConstraintData" signature="0xda80914e">
			<!-- memSizeAndFlags SERIALIZE_IGNORED -->
			<!-- referenceCount SERIALIZE_IGNORED -->
			<hkparam name="userData">0</hkparam>
			<hkparam name="atoms">
				<hkobject>
					<hkparam name="bridgeAtom">
						<hkobject>
							<hkparam name="type">TYPE_BRIDGE</hkparam>
							<!-- buildJacobianFunc SERIALIZE_IGNORED -->
							<hkparam name="constraintData">#0083</hkparam>
							<!-- padding SERIALIZE_IGNORED -->
						</hkobject>
					</hkparam>
				</hkobject>
			</hkparam>
			<hkparam name="scheme">
				<hkobject>
					<!-- info SERIALIZE_IGNORED -->
					<hkparam name="data" numelements="23">
						(0.000000 0.000000 0.000000 0.000000) <!-- Pivot A -->
						(0.000000 0.000000 2.000000 0.000000) <!-- Pivot B -->
						(1.000000 0.000000 0.000000 0.000000) <!-- Matrix3x3 angular basis A -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(1.000000 0.000000 0.000000 0.000000) <!-- Matrix3x3 angular basis B -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(-0.200000 0.200000 0.000000 0.000000) <!-- Angular limit at axis 1 in radius -->
						(-0.100000 0.100000 0.000000 0.000000) <!-- Angular limit at axis 2 in radius -->
						(-0.500000 0.500000 0.000000 0.000000) <!-- Angular limit at axis 3 in radius -->
						(0.000000 0.000000 0.000000 0.000000) <!-- Angular motor index at axis 1 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- Angular motor index at axis 2 -->
						(2.000000 0.000000 0.000000 0.000000) <!-- Angular motor index at axis 3 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- Linear dof 1 relate to B -->
						(0.000000 1.000000 0.000000 0.000000) <!-- Linear dof 2 relate to B -->
						(0.000000 0.000000 1.000000 0.000000) <!-- Linear dof 3 relate to B -->
						(-1.000000 1.000000 0.000000 0.000000) <!-- Linear limit at dof 1 -->
						(-2.000000 2.000000 0.000000 0.000000) <!-- Linear limit at dof 2 -->
						(-6.000000 6.000000 0.000000 0.000000) <!-- Linear limit at dof 3 -->
						(3.000000 0.000000 0.000000 0.000000) <!-- Linear motor index at axis 1 -->
						(4.000000 0.000000 0.000000 0.000000) <!-- Linear motor index at axis 2 -->
						(5.000000 0.000000 0.000000 0.000000) <!-- Linear motor index at axis 3 -->
					</hkparam>
					<hkparam name="commands" numelements="35">
						1 2 8 9 17 0 17 1 17 2 14 0 14 1 14 2
						4 0 4 1 4 2 16 0 16 1 16 2 15 0 15 1
						15 2 0
					</hkparam>
					<!-- modifiers SERIALIZE_IGNORED -->
					<hkparam name="motors" numelements="6">
						#0082 #0082 #0082 #0081 #0081 #0081
					</hkparam>
				</hkobject>
			</hkparam>
		</hkobject>

and larger range for up and down on breasts. ;)

wow exactly what I was looking for

Link to comment

 

@XP32 :

 

I asked this on your Nexus thread, I dunno if you saw it, but I wanted to know, isn't the hair you released on Nexus the same as MortredLhair from 3DGamers, ( Laura Hair ), and if so, was that YOU on 3DGamers that released it? I only asked because I wondered if someone else came along and saw it and had the same knowledge \ download and was a hell of a lot more Anal than me about such things might complain to Nexus admins, and I think we would ALL agree that no one wants to see you get in trouble on Nexus.

 

Regardless of if it is you on 3DGamers or not, I've had the hair for a bit now ( well, the Laura WIG, though I don't mind Wigs, IMO it lets me have TWO hairstyles on the fly instead of 1 ) and so far it has worked pretty much flawlessly. It has caused a CTD here and there when the game has something happen that causes HDTPhysics to stop and I move, only for the Physics to kick back in and the hair, for lack of a better description, SLINGSHOTS from point A to point B. Other than when that happens ( I think it was twice ) everything has worked without issue.

 

the hair was taken from the azar pony tail hair pack and rigged to the hair bones by xp32

 

 

I'm fully aware of this. It was not the question I asked.

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I just upload a new xml and now the structs of generic constraints look the same.


		<hkobject name="#0083" class="hkpGenericConstraintData" signature="0xda80914e">
			<!-- memSizeAndFlags SERIALIZE_IGNORED -->
			<!-- referenceCount SERIALIZE_IGNORED -->
			<hkparam name="userData">0</hkparam>
			<hkparam name="atoms">
				<hkobject>
					<hkparam name="bridgeAtom">
						<hkobject>
							<hkparam name="type">TYPE_BRIDGE</hkparam>
							<!-- buildJacobianFunc SERIALIZE_IGNORED -->
							<hkparam name="constraintData">#0083</hkparam>
							<!-- padding SERIALIZE_IGNORED -->
						</hkobject>
					</hkparam>
				</hkobject>
			</hkparam>
			<hkparam name="scheme">
				<hkobject>
					<!-- info SERIALIZE_IGNORED -->
					<hkparam name="data" numelements="23">
						(0.000000 0.000000 0.000000 0.000000) <!-- 1 Pivot A -->
						(0.000000 0.000000 2.000000 0.000000) <!-- 2 Pivot B -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 8 Matrix3x3 angular basis A -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(1.000000 0.000000 0.000000 0.000000) <!-- 9 Matrix3x3 angular basis B -->
						(0.000000 1.000000 0.000000 0.000000)
						(0.000000 0.000000 1.000000 0.000000)
						(-0.200000 0.200000 0.000000 0.000000) <!-- 17 0 Angular limit at axis 1 in radius -->
						(-0.100000 0.100000 0.000000 0.000000) <!-- 17 1 Angular limit at axis 2 in radius -->
						(-0.500000 0.500000 0.000000 0.000000) <!-- 17 2 Angular limit at axis 3 in radius -->
						(0.000000 0.000000 0.000000 0.000000) <!-- 14 0 Angular motor index at axis 1 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 14 1 Angular motor index at axis 2 -->
						(2.000000 0.000000 0.000000 0.000000) <!-- 14 2 Angular motor index at axis 3 -->
						(1.000000 0.000000 0.000000 0.000000) <!-- 4 0 Linear dof 1 relate to B -->
						(0.000000 1.000000 0.000000 0.000000) <!-- 4 1 Linear dof 2 relate to B -->
						(0.000000 0.000000 1.000000 0.000000) <!-- 4 2 Linear dof 3 relate to B -->
						(-1.000000 1.000000 0.000000 0.000000) <!-- 16 0 Linear limit at dof 1 -->
						(-2.000000 2.000000 0.000000 0.000000) <!-- 16 1 Linear limit at dof 2 -->
						(-6.000000 6.000000 0.000000 0.000000) <!-- 16 2 Linear limit at dof 3 -->
						(3.000000 0.000000 0.000000 0.000000) <!-- 15 0 Linear motor index at axis 1 -->
						(4.000000 0.000000 0.000000 0.000000) <!-- 15 1 Linear motor index at axis 2 -->
						(5.000000 0.000000 0.000000 0.000000) <!-- 15 2 Linear motor index at axis 3 -->
					</hkparam>
					<hkparam name="commands" numelements="35">
						1 2 8 9 17 0 17 1 17 2 14 0 14 1 14 2
						4 0 4 1 4 2 16 0 16 1 16 2 15 0 15 1
						15 2 0
					</hkparam>
					<!-- modifiers SERIALIZE_IGNORED -->
					<hkparam name="motors" numelements="6">
						#0082 #0082 #0082 #0081 #0081 #0081
					</hkparam>
				</hkobject>
			</hkparam>
		</hkobject>

and larger range for up and down on breasts. ;)

 

This is FANTASTIC HDT. Thanks for this. I bet you see a LOT more "custom" releases soon enough.

 

Your working your way toward Boris status you know, and soon enough, just like ENB, your great contribution will be more of a "requirement" with custom presets, then it will be an option.

 

Keep it up man.

 

P.S : 11 1 12:13 is working fine for me so far.

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@XP32 :

 

I asked this on your Nexus thread, I dunno if you saw it, but I wanted to know, isn't the hair you released on Nexus the same as MortredLhair from 3DGamers, ( Laura Hair ), and if so, was that YOU on 3DGamers that released it? I only asked because I wondered if someone else came along and saw it and had the same knowledge \ download and was a hell of a lot more Anal than me about such things might complain to Nexus admins, and I think we would ALL agree that no one wants to see you get in trouble on Nexus.

 

Regardless of if it is you on 3DGamers or not, I've had the hair for a bit now ( well, the Laura WIG, though I don't mind Wigs, IMO it lets me have TWO hairstyles on the fly instead of 1 ) and so far it has worked pretty much flawlessly. It has caused a CTD here and there when the game has something happen that causes HDTPhysics to stop and I move, only for the Physics to kick back in and the hair, for lack of a better description, SLINGSHOTS from point A to point B. Other than when that happens ( I think it was twice ) everything has worked without issue.

3DGamers? MortredLHair (I thought that just some slang for DoTA game, there are hero called Mortred), Laura Hair/Wig? 

Seriously, the first time I've read something that pointed this to me.. As for where I got the hair ... it so obvious

Check it Here http://skyrim.nexusmods.com/mods/31797

As matter of a fact the one who upload it in nexus (Azarkiowa) was PM me yesterday since he interested about info how I did the physics. Regarding this, I only modify ONE meshes from total NINE that Azarkiowa has provided and it without textures. If you wanna know about the hair meshes itself, ask azarkiowa in nexus from the mod that I linked

 

You said your own wig (from 3DGamers) has physics for HDT? Why I never knew this and no slice info for the wig inside LL. 

Also, CTD? causes HDTPhysics to stop ?  for sure I do not know what u are talking about so Please could you give me a direction about this 3DGamers or something.. are they also developing some kind of hair mod that similar to what I did? As matter of fact this just give a confusion to me.. Well It wont be a probs to me anyway if you dont bother with it

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