HydrogensaysHDT Posted November 9, 2013 Share Posted November 9, 2013 Fix : now it can load xml exported from HCT directly. PS:DO NOT PRE-STABILIZE CONSTRAINTS !!!! QQ图片20131109100108.jpg It do load without editing part again.. howeverI dunno what kind experiment you did but It's not stable (at least in my PC). I did what you put on the pic and export hct directly without editing. The bad part is... now the physics engine run 2x or more times than previous version. It almost everything react too fast.. I can see the front hair from the ponytail hair is swaying TOO fast. I thought this was my PC then I revert back to previous version of HDT and revert back the xml settings. It works as it should be.. Not like this late version Almost as if it ignore Max damping value that I set or the plugin activate velocity to max or something where it should be turn off Nothing wrong with the log, in fact I only got delta time once See #1074 and #1075, the problem is expected. I was misleaded by bullet wiki and "Trasnform Scene" step in HCT. they do wrong inertia scaling. the inertia ( or mass ) need to be recalcurate. If you just use 3dsmax, try increase mass. To be honest, it isn't a "friendly update" Link to comment
cabe0002 Posted November 9, 2013 Share Posted November 9, 2013 Can someone pls upload hdtPhysicsExtensions.dll of of 9-11 on another upload site??? 60 min for 10mb is ridiculous man..... Link to comment
Eleglas Posted November 9, 2013 Share Posted November 9, 2013 Got a problem with the ponytail, sometimes it becomes static in whatever position it was in, such as completely horizontal which while funny is also annoying. It will fix itself 9/10 times when changing cells however. Link to comment
jbezorg Posted November 9, 2013 Share Posted November 9, 2013 See #1074 and #1075, the problem is expected. I was misleaded by bullet wiki and "Trasnform Scene" step in HCT. they do wrong inertia scaling. the inertia ( or mass ) need to be recalcurate. If you just use 3dsmax, try increase mass. To be honest, it isn't a "friendly update" No worries. Just a suggestion. On baidu.com create two sub-directories. "Stable" & "Experimental". Put the last friendly version dll & xml in "Stable". Latest builds in "Experimental". Link to comment
Guest Jenova23 Posted November 9, 2013 Share Posted November 9, 2013 Does anyone know where I can find the most up to date bounciest hdt version I remember people use to edit the values but I am not sure if they are up to date anymore. All the posted .xml files I've seen, including the one I uploaded & later removed, are probably obsolete. A week or so ago, HydrogensaysHDT expanded the range of motion and provided more variables to play with. That said, here's a bouncy-wouncy version--for comparison & further tinkering, not by any means a finished effort: SON O' BOING-BOING.7z NOTE: This doesn't get along with HydrogensaysHDT's latest (Nov. 8) release! Chances are it won't crash your game, but it will look like shit. The amount and frequency of bounce & sway suit the body and skeleton I'm currently using, and also my taste in purely fantasy females: mega-boobs, small butt, narrow hips. What you see will depend on the body, skeleton, clothes & armor etc. you're using. Whether you like it or not will depend on your tastes. Most likely you will notice that it IS possible to get a visible (walking) butt jiggle, and quite easy to increase it beyond the range I prefer. Far, far beyond... CAN'T EMPASIZE THIS ENOUGH: I strongly suggest you & anyone else interested in achieving jiggle Nirvana download XML Notepad & play around with the variables. By way of starters, I also suggest you change one (1) little number in the default .xml file, save it, then reload it & change it back, then save it again. That's because the original doesn't seem to have the same formatting (i.e. tabbing) as the new & presumably improved .xml file you'll be dinkin' with. Once you have 2 files with similar tabbing etc., you can use the handy-dandy "Compare XML files" feature (found in the VIEW menu) and easily find which variables have been altered & by how much. Not necessarily why they were altered, supposing there was a reason, only what & how much. Good luck! ...and no reviews, please, this is strictly offered as a PSFP (see post 591) [ Edit/p.s./Afterthoughts 'R' Us Dept.: I forgot to mention that in XML Notepad, the arrays that HydrogensaysHDT sort-of documented a couple of pages back show up as one line of numbers. Clicking on the line will reveal the whole array. Windows Notepad also displays the whole array, but for editing it's a pain in the ass compared to XML Notepad. ] Can you post what values you edited to so I can update the values to the latest version or post the other hdtPhysicsExtensions that goes with it please. Link to comment
Jerbsinator Posted November 9, 2013 Share Posted November 9, 2013 Thank you for the customization instructions. I was confused at first and did it horribly wrong but then I actually read what you said and was like "DOH!". Works now. Thanks! Link to comment
Guest Jenova23 Posted November 9, 2013 Share Posted November 9, 2013 Thank you for the customization instructions. I was confused at first and did it horribly wrong but then I actually read what you said and was like "DOH!". Works now. Thanks! Ok well I drag and dropped the boing boing xml into the skse folder, changed a value in the boing boing xml saved it, then reloaded it, changed it back, saved it again and then compared it to the latest version on this site hdtphsicsextensions and when I compared they weren't the same so I don't know what I'm doing wrong and I'm using xml notepad. Link to comment
Jerbsinator Posted November 9, 2013 Share Posted November 9, 2013 Thank you for the customization instructions. I was confused at first and did it horribly wrong but then I actually read what you said and was like "DOH!". Works now. Thanks! Ok well I drag and dropped the boing boing xml into the skse folder, changed a value in the boing boing xml saved it, then reloaded it, changed it back, saved it again and then compared it to the latest version on this site hdtphsicsextensions and when I compared they weren't the same so I don't know what I'm doing wrong and I'm using xml notepad. The instructions the OP listed I don't think can be any clearer. I used Notepad++ and changed the values. Just use Ctrl F to find each 00XX number and change the required numbers. I did no comparing to another file, just followed the instructions and it worked. Link to comment
Azzariel Posted November 9, 2013 Share Posted November 9, 2013 I made a new video with the ver.10-25 and the new blak rose armor Link to comment
HeetXS Posted November 9, 2013 Share Posted November 9, 2013 wow that is perfect! what settings in xml? or is that by default? best bounce ive seen, not exagerated! thanks for the vid Link to comment
rhtnwjrdla2 Posted November 9, 2013 Share Posted November 9, 2013 So my ponytail hair is keep getting stretched and coming back to its own place like a rubber band. Link to comment
deivater Posted November 9, 2013 Share Posted November 9, 2013 where can i get this standing idle animation??? want that too Link to comment
sikamikanico78 Posted November 9, 2013 Share Posted November 9, 2013 A quick tutorial for you monsto Open your body/armour nif (with T/BBP weighting) in nifskope. Right click the block list and go to Block and click insert. Then go to NiS... and click NiStringExtraData. In block details right click the value for name and click edit string index. Type HDT Havok Path and click OK (Make sure to use caps where shown) Right click the value for string data click edit string index, and type the path to your .xml in my case "Data\meshes\actors\character\character assets female\hdtCBBE.xml" and click OK Click on the NiNode in the block list and in block details change the num extra data list value to 1 Double click the green refresh arrows just below and add the number the NiStringExtraData is using in the block list, It is "0" in this case. Click save as and do the same for the _1 body/armour. it doesn't matter if the body is cbbe or unp as long as it is weighted for bbp. *edit* Just read your edit, well it can still be useful for others. shouldnt the XML file be in the plugins folder?? i did everything and it dosent work Oo Link to comment
corwin Posted November 10, 2013 Share Posted November 10, 2013 Ok well I drag and dropped the boing boing xml into the skse folder, changed a value in the boing boing xml saved it, then reloaded it, changed it back, saved it again and then compared it to the latest version on this site hdtphsicsextensions and when I compared they weren't the same so I don't know what I'm doing wrong and I'm using xml notepad. I meant that it might be a good idea to change a value in the original .xml file (i.e. the one HydrogensaysHDT uploaded), save the change, then change it back & save again. All that does is change HydrogensaysHDT's text formatting (tabs, indents, etc.) in whatever program he used to create the original, to the XML Notepad-style formatting I've been using to make my revisions. Once the formats are similar, it's much easier to compare the original with 'Boing-Boing' & see what I changed & by how much. Among other things, you'll see that I've altered TimeFactors, SpringFactors, DampingFactors, IneriaandMassInv, Gravity, you name it. This is not to say I know what the hell I'm doing, or even know which changes produced which visible in-game effects. Some obviously did, others may or may not have, and still others were most likely useless or downright counterproductive. If you spend some time experimenting & tripping through the file, you'll notice that the section labels don't mark the actual start of each section. You'll find the Right Breast spring factors upstream of the first instance--"NPC R PreBreast"--instead of below where you'd expect to see them. Easiest way to locate those is to search down (the default search order) on 'Breast', then switch to 'Search Up' and type in 'Spring'. So in this case there are 4 sets of spring factors in all, 2 for each butt cheek and 2 for each breast. Like, who knew? Now, with the latest .dll and the accompanying .xml (which contains data not found in previous versions), 'Son O' Boing-Boing' will have to be completely revamped to suit my tastes, body mod, skeleton, etc. Right now it looks like shit with the latest .dll. I'm guessing that the place to start revising is 'InertiaandMassInv', but so far it's only a guess. Since I'm flying half-blind--pending further research & dazzling flashes of insight--I can only repeat my earlier suggestion: dink around with the .xml file. Change everything, anything, keep backups, save interim files, see what works for you. Have fun! Link to comment
hellonow Posted November 10, 2013 Share Posted November 10, 2013 A quick tutorial for you monsto Open your body/armour nif (with T/BBP weighting) in nifskope. Right click the block list and go to Block and click insert. Then go to NiS... and click NiStringExtraData. In block details right click the value for name and click edit string index. Type HDT Havok Path and click OK (Make sure to use caps where shown) Right click the value for string data click edit string index, and type the path to your .xml in my case "Data\meshes\actors\character\character assets female\hdtCBBE.xml" and click OK Click on the NiNode in the block list and in block details change the num extra data list value to 1 Double click the green refresh arrows just below and add the number the NiStringExtraData is using in the block list, It is "0" in this case. Click save as and do the same for the _1 body/armour. it doesn't matter if the body is cbbe or unp as long as it is weighted for bbp. *edit* Just read your edit, well it can still be useful for others. shouldnt the XML file be in the plugins folder?? i did everything and it dosent work Oo I've also been trying to follow this process, but keep getting CTDs... I'm probably barking up the wrong tree here, but i'm trying to get collision to work - as seen in this gif: http://www.loverslab.com/uploads/monthly_11_2013/post-96938-0-81832700-1383938628.gif Should collision be enabled by default now? Do we need to follow the above(or similar) process to enable it? I'm using the 9-28 release if that matters, and everything works fine apart from collision. Much of this technical stuff is beyond me and I apologise if my questions are idiotic! But any help is much appreciated - cheers guys! Link to comment
RomeoZero Posted November 10, 2013 Share Posted November 10, 2013 Should collision be enabled by default now? Do we need to follow the above(or similar) process to enable it? Someone finally did collisions on breasts ?? Took long enough , where to download xml with collision ?? Link to comment
xp32 Posted November 10, 2013 Share Posted November 10, 2013 I've also been trying to follow this process, but keep getting CTDs... I'm probably barking up the wrong tree here, but i'm trying to get collision to work - as seen in this gif: http://www.loverslab.com/uploads/monthly_11_2013/post-96938-0-81832700-1383938628.gif Should collision be enabled by default now? Do we need to follow the above(or similar) process to enable it? I'm using the 9-28 release if that matters, and everything works fine apart from collision. Much of this technical stuff is beyond me and I apologise if my questions are idiotic! But any help is much appreciated - cheers guys! To add collision, you must add a proper rigid body that keyframed into certain skeleton bones.. and also the collision must not be turned off. To make it simple, The body parts that you want to have collision must have rigid body (e.g hands and breast, those two must have each). First of all the xml must define those rigid bodies or it should exist in the first place. @at anyone or Hydro or Canderes Do you have 3dsMAX file for this breast and butt things ? it easier to make the setup from 3dsMAX than messing the xml from notepad++ Link to comment
rhtnwjrdla2 Posted November 10, 2013 Share Posted November 10, 2013 does anyone know why my ponytail hair is keep getting stretched like a rubber band and moving like one often>? Link to comment
fenrir19 Posted November 10, 2013 Share Posted November 10, 2013 @monsto [ . . . ] In other notes, I also would like to ask if could have this url http://pan.baidu.com/s/1GGgvB#dir/path=%2FhdtPhysicsExtensions linked to new mod pages in nexus... Some of new plan for SG hair by hellosanta. I don't plan to upload the file (hdt plugin dll) since I'm not the one who made it and I can't maintain it even if with permission. So at least I want help some people that don't know where to download. It will be bad if one of nexusmoderatard googling "HDT" as keywords and linked to this site. You know, it's kinda for that reason that I was seriously considering the other day of taking all this offsite. There's a ton of different sub-threads going on in here, and it might benefit from just a straight up forum. I wouldn't have any illusions about how busy it would be or anything, it would just serve as a kinda neutral place to centralize everything. monsto.com/hdt would be simplest (i own/control the domain duh), or we could chip in for a separate domain. I have plenty of resources, so there's zero cost in ongoing hosting. OK, I'm perfectly understand. Somekind of tumblr or blog would be good idea then indirectly link to this thread, @ mr xp 32 ur an otaku too ? XD can i see ur collection of figures ??? i'm excited and, btw where is the file for hair physic ? and did those file/plugin working fine with SG hairpack ? i got ctd anytime use ver 11-02 =.="" Link to comment
Earen Posted November 10, 2013 Share Posted November 10, 2013 First of all the xml must define those rigid bodies or it should exist in the first place. am i understood you properly? these is no need in xml if that physics&bounds&etc info are placed inside model or skeleton file? sounds good to me Link to comment
Vioxsis Posted November 10, 2013 Share Posted November 10, 2013 shouldnt the XML file be in the plugins folder?? i did everything and it dosent work Oo It can be where ever you want it. And if it doesn't work then you have done something wrong. But with the last half a dozen or so releases, doing this has not been needed. Link to comment
kagami_sama Posted November 10, 2013 Share Posted November 10, 2013 I have tbbp body. I have xp32 skeleton Iv put hdtPhysicsExtensions.dll and the hdtPhysicsExtensionsDefaultBBP.xml into my skse plugin folder I did enb [LIMITER] WaitBusyRenderer=true But this HDT physics its not kicking in at all, i have no idea why, am i missing something obvious? at this point i dont even dream to have this working. For start i just want HDT working. i dunno i give up i tired everything. I have the most up to date files in my skse plugin folder, and proper skeletons from op info and i tried this china dress to see if this is problem with bodies or something... no luck it just doesnt work, im dying to have this. Anyone have any idea? Link to comment
Monsto Brukes Posted November 10, 2013 Author Share Posted November 10, 2013 Thank you for the customization instructions. I was confused at first and did it horribly wrong but then I actually read what you said and was like "DOH!". Works now. Thanks! Ok well I drag and dropped the boing boing xml into the skse folder, changed a value in the boing boing xml saved it, then reloaded it, changed it back, saved it again and then compared it to the latest version on this site hdtphsicsextensions and when I compared they weren't the same so I don't know what I'm doing wrong and I'm using xml notepad. The instructions the OP listed I don't think can be any clearer. I used Notepad++ and changed the values. Just use Ctrl F to find each 00XX number and change the required numbers. I did no comparing to another file, just followed the instructions and it worked. Thanks. I DESPISE shitty instructions. Further, I can't for the life of me fathom how someone, that has released any product, can actually defend shitty instructions with a straight face. It's inexcusable. It takes near nothing to reread instructions a couple times and edit for clarity... which will reduce overall support and eliminate answering the same questions over and over. Link to comment
gilgacat Posted November 10, 2013 Share Posted November 10, 2013 Huh? We have more than one topic about this problem: http://www.loverslab.com/topic/10270-conversions-for-manga-body/page-77?do=findComment&comment=566962 Link to comment
Vioxsis Posted November 10, 2013 Share Posted November 10, 2013 Huh? We have more than one topic about this problem: http://www.loverslab.com/topic/10270-conversions-for-manga-body/page-77?do=findComment&comment=566962 That is a thread is about conversions. This thread is for HDT physics extension support... Link to comment
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