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Old HDT Support Thread.


Monsto Brukes

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So, I tried to use this version

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/?p=566485

then my animated ponytail hair works fine, but the breasts crush and do not move as normal.

and i try to use the latest update on the first page 9-28 and breasts work fine but ponytail works weird.

what am i suppose to do

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So, I tried to use this version

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/?p=566485

then my animated ponytail hair works fine, but the breasts crush and do not move as normal.

and i try to use the latest update on the first page 9-28 and breasts work fine but ponytail works weird.

what am i suppose to do

 

Using this version just CTD's for me, 9-28 works, but no hair physics. No idea what I could be doing wrong. I should just copy/paste the dll and xml file to SKSE's plugin folder like normally, then install the hair mod like any other mod right? Are there any specific installation notes to the whole hair physics?

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So, I tried to use this version

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/?p=566485

then my animated ponytail hair works fine, but the breasts crush and do not move as normal.

and i try to use the latest update on the first page 9-28 and breasts work fine but ponytail works weird.

what am i suppose to do

 

Using this version just CTD's for me, 9-28 works, but no hair physics. No idea what I could be doing wrong. I should just copy/paste the dll and xml file to SKSE's plugin folder like normally, then install the hair mod like any other mod right? Are there any specific installation notes to the whole hair physics?

 

idk i thought, you just copy and paste for hair physic...??

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So, I tried to use this version

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/?p=566485

then my animated ponytail hair works fine, but the breasts crush and do not move as normal.

and i try to use the latest update on the first page 9-28 and breasts work fine but ponytail works weird.

what am i suppose to do

 

Using this version just CTD's for me, 9-28 works, but no hair physics. No idea what I could be doing wrong. I should just copy/paste the dll and xml file to SKSE's plugin folder like normally, then install the hair mod like any other mod right? Are there any specific installation notes to the whole hair physics?

 

idk i thought, you just copy and paste for hair physic...??

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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:

 

 

 

 

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++

 

I don't mess with those things. I just grow/shrink selections and use a minimum weight of .3 - .5 when rigging to NPC L\R Breast and NPC L\R Butt. .3 gives a mild bounce and .5 gives more bounce using the default mass of 5kg. I tried including a second xml in some of my files, but it doesn't detect collisions between arms/breasts/butt/spine. I think they must all be in the same xml and if that's the case then it would require that you create your own rig for the breasts butt and the parts you want to collide with. I have yet to try anything like that, but I will later.

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Does anyone know how to get hdt to work under mod organizer ?? It was working well till i installed mod organizer now i get allot of:

WARNING: Physics delta time > 0.2, lose time

 

And after a while hdt just stopps jiggle completely.

 

 

 

hdtPhysicsExtensions
[11/10/13 21:05:13]INFO: Queue OK
[11/10/13 21:05:13]INFO: System run with 8 threads
[11/10/13 21:05:13]INFO: Havok simulated world created.
[11/10/13 21:05:13]INFO: SKSEPlugin_Load
[11/10/13 21:05:49]INFO: Cell changed...
[11/10/13 21:05:49]INFO: Add character 00000014
[11/10/13 21:05:49]INFO: Add character 00013483
[11/10/13 21:05:49]INFO: Add character 00013484
[11/10/13 21:05:49]WARNING: Physics delta time > 0.2, lose time
[11/10/13 21:08:42]WARNING: Physics delta time > 0.2, lose time
[11/10/13 21:08:42]INFO: Cell changed...
[11/10/13 21:08:42]INFO: Add character 00000014
[11/10/13 21:10:59]WARNING: Physics delta time > 0.2, lose time
[11/10/13 21:10:59]INFO: Cell changed...
[11/10/13 21:10:59]INFO: Add character 00013488
[11/10/13 21:10:59]INFO: Add character 00000014
[11/10/13 21:11:01]INFO: Add character 5d010005
[11/10/13 21:11:42]INFO: Cell changed...
[11/10/13 21:11:42]INFO: Add character 5d010002
[11/10/13 21:11:42]INFO: Add character 00000014
[11/10/13 21:11:44]INFO: 5d010002 no longer in cell, release it
[11/10/13 21:12:37]INFO: Cell changed...
[11/10/13 21:12:37]INFO: Add character 00013485
[11/10/13 21:12:37]INFO: Add character 5e001828
[11/10/13 21:12:37]INFO: Add character 610033e9
[11/10/13 21:12:37]INFO: Add character 610033ea
[11/10/13 21:12:37]INFO: Add character 64006ea8
[11/10/13 21:12:37]INFO: Add character 00000014
[11/10/13 21:13:18]INFO: Cell changed...
[11/10/13 21:13:18]INFO: Add character 5d010002
[11/10/13 21:13:18]INFO: Add character 00000014
[11/10/13 21:13:21]INFO: 5d010002 no longer in cell, release it
[11/10/13 21:13:32]INFO: Cell changed...
[11/10/13 21:13:32]INFO: Add character 00000014
[11/10/13 21:13:36]INFO: Cell changed...
[11/10/13 21:13:36]INFO: Add character 00000014
[11/10/13 21:13:38]INFO: Cell changed...
[11/10/13 21:13:38]INFO: Add character 00000014
[11/10/13 21:14:20]INFO: Cell changed...
[11/10/13 21:14:20]INFO: Add character 00000014
[11/10/13 21:14:22]INFO: Cell changed...
[11/10/13 21:14:22]INFO: Add character 00000014
[11/10/13 21:14:41]INFO: Cell changed...
[11/10/13 21:14:41]INFO: Add character 00000014
[11/10/13 21:20:26]WARNING: Physics delta time > 0.2, lose time
[11/10/13 21:20:26]INFO: Cell changed...
[11/10/13 21:20:26]INFO: Add character 00000014
[11/10/13 21:20:38]INFO: Cell changed...
[11/10/13 21:20:38]INFO: Add character 0001a66c
[11/10/13 21:20:38]INFO: Add character 0001a67c
[11/10/13 21:20:38]INFO: Add character 5d0093aa
[11/10/13 21:20:38]INFO: Add character 0001a69f
[11/10/13 21:20:38]INFO: Add character 00000014
[11/10/13 21:20:41]INFO: Add character 0001a676
[11/10/13 21:20:42]INFO: Add character 5c02b850
[11/10/13 21:20:42]INFO: 0001a676 no longer in cell, release it
[11/10/13 21:21:14]INFO: 0001a67c no longer in cell, release it
[11/10/13 21:21:22]INFO: Cell changed...
[11/10/13 21:21:22]INFO: Add character 0001a684
[11/10/13 21:21:22]INFO: Add character 5c0632bd
[11/10/13 21:21:22]INFO: Add character 0001a69a
[11/10/13 21:21:22]INFO: Add character 0001a676
[11/10/13 21:21:22]INFO: Add character 5c059102
[11/10/13 21:21:22]INFO: Add character 00037056
[11/10/13 21:21:22]INFO: Add character 180038cd
[11/10/13 21:21:22]INFO: Add character 180038cc
[11/10/13 21:21:22]INFO: Add character 00000014
[11/10/13 21:21:23]INFO: Add character 0001a69f
[11/10/13 21:21:27]INFO: 0001a69a no longer in cell, release it
[11/10/13 21:21:31]INFO: Add character 00037080
[11/10/13 21:21:32]INFO: Add character 5d0093aa
[11/10/13 21:21:41]INFO: 00037080 no longer in cell, release it
[11/10/13 21:21:44]INFO: Cell changed...
[11/10/13 21:21:44]INFO: Add character 5d00939c
[11/10/13 21:21:44]INFO: Add character 5d0093c1
[11/10/13 21:21:44]INFO: Add character 5d0093c2
[11/10/13 21:21:44]INFO: Add character 0001a69a
[11/10/13 21:21:44]INFO: Add character 00000014
[11/10/13 21:21:51]INFO: Add character 00037080
[11/10/13 21:22:00]INFO: Add character 00037056
[11/10/13 21:22:02]INFO: 00037080 no longer in cell, release it
[11/10/13 21:22:19]INFO: Cell changed...
[11/10/13 21:22:19]INFO: Add character 00000014
[11/10/13 21:22:32]INFO: Cell changed...
[11/10/13 21:22:32]INFO: Add character 0001a67f
[11/10/13 21:22:32]INFO: Add character 000d16e1
[11/10/13 21:22:32]INFO: Add character 000d16e2
[11/10/13 21:22:32]INFO: Add character 000d0ff6
[11/10/13 21:22:32]INFO: Add character 000d0ff5
[11/10/13 21:22:32]INFO: Add character 00000014
[11/10/13 21:24:47]INFO: 000d16e1 no longer in cell, release it
[11/10/13 21:24:56]INFO: 000d16e2 no longer in cell, release it
[11/10/13 21:25:21]INFO: Add character 00037057
[11/10/13 21:25:31]INFO: 0001a67f no longer in cell, release it
[11/10/13 21:26:35]INFO: 00037057 no longer in cell, release it
[11/10/13 21:26:59]INFO: Add character 00037057
 

 

 

 

And when it stops working going into different cell makes the jiggle work again till simply stops.

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wow these customizations are crazy. You can make your characters breasts into jelly pretty much. Haha, I love it!

 

I think someone mentioned that there should be own thread for these customizations. I'll personally look forward to new update customization which keeps the 7-22 effect...

 

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wow these customizations are crazy. You can make your characters breasts into jelly pretty much. Haha, I love it!

 

I think someone mentioned that there should be own thread for these customizations. I'll personally look forward to new update customization which keeps the 7-22 effect...

 

 

 

Probably a good idea. I have an example of mine in my blog. If anyone wants it just ask. Really it's easy to do this you just have to experiment, it took me about 30 minutes to find something I liked.

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Guest Jenova23

 

wow these customizations are crazy. You can make your characters breasts into jelly pretty much. Haha, I love it!

 

I think someone mentioned that there should be own thread for these customizations. I'll personally look forward to new update customization which keeps the 7-22 effect...

 

 

 

I second that.

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Original sources : Momiji Miko by JackGa

HDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

MIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes


Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

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Amazing how little detail like fluttering sleeves make it look more dynamic. It's of course chained to the movement of person, but is there any way (lets set us to a layman level for a moment) for external power, like wind, to affect the movement of sleevers/hair? (okay back to your starting positions).

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Guest Jenova23

can someone please explain to me what higher and lower numbers do to inertiaAndMassInv and also which version is the latest version for breast physics 11-2 seems to be a downgrade from previous versions.

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Please don't hit me, but it's my first post on LL. I have had great success with the HDT breast physics - perfect and 5 stars all round! But I simply cannot get the hang of the ponytail.  The compressed download offers a collection of files and an ESP. Using NMM I popped it all into place and BOSSed it. Now, I do have Azar's hairs ESM, but despite the new ESP and files, my character retains her normal pre-defined Apachii hairstyle. So I tried ShowRaceMenu to find the relevant hairstyle, but I have not a clue which of the several ponytails I should use, though I would have hoped the ESP would have overridden my original character hair file. In the hair selection of ShowRaceMenu I did notice one hair with infinity stretch to the horizon (brings back memories of Obilvion and infinity boobs!) and I wondered if that was the hair I needed.  I must add I am using XP32's skeleton currently found on Nexus, so I may be lacking a newer version.  If someone could give me an idiot's guide to setting up the ponytail files I'd be most grateful. I can't really find a sensible list of 'how to do it' here on LL because the environment is so much more confusing and complex.  I have had a good hunt, and I would not post if I was not stuck!

 

I am pretty good with the usual tools like Wrye, NMM, etc. and have plenty of modding experience. But this beta stumps me.

 

In anticipation of any support, thanks!

 

 

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Please don't hit me, but it's my first post on LL. I have had great success with the HDT breast physics - perfect and 5 stars all round! But I simply cannot get the hang of the ponytail.  The compressed download offers a collection of files and an ESP. Using NMM I popped it all into place and BOSSed it. Now, I do have Azar's hairs ESM, but despite the new ESP and files, my character retains her normal pre-defined Apachii hairstyle. So I tried ShowRaceMenu to find the relevant hairstyle, but I have not a clue which of the several ponytails I should use, though I would have hoped the ESP would have overridden my original character hair file. In the hair selection of ShowRaceMenu I did notice one hair with infinity stretch to the horizon (brings back memories of Obilvion and infinity boobs!) and I wondered if that was the hair I needed.  I must add I am using XP32's skeleton currently found on Nexus, so I may be lacking a newer version.  If someone could give me an idiot's guide to setting up the ponytail files I'd be most grateful. I can't really find a sensible list of 'how to do it' here on LL because the environment is so much more confusing and complex.  I have had a good hunt, and I would not post if I was not stuck!

 

I am pretty good with the usual tools like Wrye, NMM, etc. and have plenty of modding experience. But this beta stumps me.

 

In anticipation of any support, thanks!

 

Wow - i was just about to post this, more or less word for word!

 

Yeah i have the hair stretch to infinity thingy too.  I followed the instructions in the OP and when i install the 2mb dll i get CTDs on load.

Link to comment

 

Please don't hit me, but it's my first post on LL. I have had great success with the HDT breast physics - perfect and 5 stars all round! But I simply cannot get the hang of the ponytail.  The compressed download offers a collection of files and an ESP. Using NMM I popped it all into place and BOSSed it. Now, I do have Azar's hairs ESM, but despite the new ESP and files, my character retains her normal pre-defined Apachii hairstyle. So I tried ShowRaceMenu to find the relevant hairstyle, but I have not a clue which of the several ponytails I should use, though I would have hoped the ESP would have overridden my original character hair file. In the hair selection of ShowRaceMenu I did notice one hair with infinity stretch to the horizon (brings back memories of Obilvion and infinity boobs!) and I wondered if that was the hair I needed.  I must add I am using XP32's skeleton currently found on Nexus, so I may be lacking a newer version.  If someone could give me an idiot's guide to setting up the ponytail files I'd be most grateful. I can't really find a sensible list of 'how to do it' here on LL because the environment is so much more confusing and complex.  I have had a good hunt, and I would not post if I was not stuck!

 

I am pretty good with the usual tools like Wrye, NMM, etc. and have plenty of modding experience. But this beta stumps me.

 

In anticipation of any support, thanks!

 

Wow - i was just about to post this, more or less word for word!

 

Yeah i have the hair stretch to infinity thingy too.  I followed the instructions in the OP and when i install the 2mb dll i get CTDs on load.

 

 

Just install the hair pack XP32 posted with NMM and the HDT dll+xml (latest version) just as described at the first post. If you want to find out what hair it is use RaceMenu and CharGen-Core (latest versions) shows you what hair comes from what esp/esm.

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Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

Ha I was actually trying to do the same thing with sleeves on an armor I had. It works really good for amulets and necklaces/ties if you can make that, but I haven't tried much else concerning jewelery. I tried using the ballsocket and springs, but they would never stop bouncing. I guess you could use those constraints if you somehow figure out how to add capsules to the forearms to prevent clipping/self collision. I made another rig in the hopes that I could add earings and boobie tassels lol. I still haven't taken it in game, but the last time I tried doing something like this I kept getting an uneven bounce. I hope to eventually figure out whats causing this. When I do figure it out though I'll post some video and whatever I learned.

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By way of replying to an earlier post, I'll repeat what I said in posts 1049 and 1109: 'Son O' Boing-Boing' isn't finished, and I certainly don't consider it a 'release' in any sense of the word. As for defending 'shitty instructions,' I don't presume to know enough to offer specific instructions on anything related to this mod. If & when I believe I do know enough, I'll be happy to share. I may even be capable of documenting it adequately, but until that happy day...

 

Jenova23 requested a fairly recent 'bouncy' .xml file, so I posted one I had been fiddling with & that halfway worked for me, though still subject to countless further revisions. Without full documentation from HydrogensaysHDT (or someone else who's familiar with the ins & outs of Havok Physics and C++), it seems to me all the ordinary user/tinkerer can do is fiddle around & try to figure out what does what. Therefore it seemed to me that the best way to start is by comparing examples, in  this case my weenie effort with the original .xml.

 

Many of the variables are interdependent in ways that can't easily be fathomed, and they have useful ranges the average untutored bloke can only guess at. Change one variable and the in-game result looks promising, change the next in line and everything goes haywire. Some values you can change arbitrarily, pretty much without limit and without any visible effect, others are sensitive to even small changes.

 

To further complicate matters, the results will vary widely from user to user depending on .ini settings, body, skeleton, animation files, other mods etc. etc. For all I know, graphics cards and even drivers may make a huge difference between what you see on your screen & what I see on mine. Back when jittering was a problem, HydrogensaysHDT suggested enabling WaitOnBusyRender. That did the trick for some users, but enabling Vsync did the trick for me. Who knows why?

 

Or take skeleton_female.hkx: some users have reported that it improves this & that, and it obviously does in Monsto Brukes's example video, but for me it only deadens the action so I don't use it. I'll bring it in now & then for the sake of comparison, but I always end up removing it again. And again. Or take 'GravityFactor,' which some users report makes a noticeable but subtle difference in-game. Having gone from 0 to 1000 and various stages in between, all I can say is 'I don't see it.' That's not to dispute anyone else's claim, only to show that nothing works for everyone.

 

As still another example, the OP-plus-1 states that 'pre' areas affect side-to-side motion and 'areas' affect up-and-down. I haven't found that to be the case, or at least I haven't found a sharp division between them. Spring factors and 'AreaandMassInv' are likewise tricky critters to play around with, but without a road map (and with any number of different hardware & software installations), what can you do except play around & see what works for you?

 

I'm not suggesting HydrogensaysHDT or anyone else who can shine a light should do so—you just keep on modding, OK?—only that the rest of us do what little we can with what little we know, or believe we know.

 

Enough quacking. By way of sharing something semi-concrete, here's what I believe I've found out about those 23-element arrays:

 

<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 -->

 

*Seems to control horizontal motion: -is to the outside of the body, +toward the centre. Useful (combined) range seems to be about 1 or thereabouts

**Not sure. Useful range may be same as previous.

***Vertical, - being up, + down. Useful range seems to be about 2 and a bit. Anything much over that goes ballistic on me.

 

*Not sure.

**Ditto.

***Vertical again. More is more, less is less. No idea yet what the useful limits may be.

 

The rest? I haven't a clue, except that monkeying with some of them crashes the game. Until I know more, I'll stay clear.

 

Lastly, the newest release contains data not found in previous versions, and a different formula for calculating motion. That's why 'Son O' Boing-Boing' is totally screwy with the latest from HydrogensaysHDT. Still haven't figured out how to produce similar effects, even as a starting point toward achieving jiggle Nirvana…

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Does anyone know how to get hdt to work under mod organizer ?? It was working well till i installed mod organizer now i get allot of:

WARNING: Physics delta time > 0.2, lose time

 

And after a while hdt just stopps jiggle completely.

 

 

 

hdtPhysicsExtensions

[11/10/13 21:05:13]INFO: Queue OK

[11/10/13 21:05:13]INFO: System run with 8 threads

[11/10/13 21:05:13]INFO: Havok simulated world created.

[11/10/13 21:05:13]INFO: SKSEPlugin_Load

[11/10/13 21:05:49]INFO: Cell changed...

[11/10/13 21:05:49]INFO: Add character 00000014

[11/10/13 21:05:49]INFO: Add character 00013483

[11/10/13 21:05:49]INFO: Add character 00013484

[11/10/13 21:05:49]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:08:42]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:08:42]INFO: Cell changed...

[11/10/13 21:08:42]INFO: Add character 00000014

[11/10/13 21:10:59]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:10:59]INFO: Cell changed...

[11/10/13 21:10:59]INFO: Add character 00013488

[11/10/13 21:10:59]INFO: Add character 00000014

[11/10/13 21:11:01]INFO: Add character 5d010005

[11/10/13 21:11:42]INFO: Cell changed...

[11/10/13 21:11:42]INFO: Add character 5d010002

[11/10/13 21:11:42]INFO: Add character 00000014

[11/10/13 21:11:44]INFO: 5d010002 no longer in cell, release it

[11/10/13 21:12:37]INFO: Cell changed...

[11/10/13 21:12:37]INFO: Add character 00013485

[11/10/13 21:12:37]INFO: Add character 5e001828

[11/10/13 21:12:37]INFO: Add character 610033e9

[11/10/13 21:12:37]INFO: Add character 610033ea

[11/10/13 21:12:37]INFO: Add character 64006ea8

[11/10/13 21:12:37]INFO: Add character 00000014

[11/10/13 21:13:18]INFO: Cell changed...

[11/10/13 21:13:18]INFO: Add character 5d010002

[11/10/13 21:13:18]INFO: Add character 00000014

[11/10/13 21:13:21]INFO: 5d010002 no longer in cell, release it

[11/10/13 21:13:32]INFO: Cell changed...

[11/10/13 21:13:32]INFO: Add character 00000014

[11/10/13 21:13:36]INFO: Cell changed...

[11/10/13 21:13:36]INFO: Add character 00000014

[11/10/13 21:13:38]INFO: Cell changed...

[11/10/13 21:13:38]INFO: Add character 00000014

[11/10/13 21:14:20]INFO: Cell changed...

[11/10/13 21:14:20]INFO: Add character 00000014

[11/10/13 21:14:22]INFO: Cell changed...

[11/10/13 21:14:22]INFO: Add character 00000014

[11/10/13 21:14:41]INFO: Cell changed...

[11/10/13 21:14:41]INFO: Add character 00000014

[11/10/13 21:20:26]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:20:26]INFO: Cell changed...

[11/10/13 21:20:26]INFO: Add character 00000014

[11/10/13 21:20:38]INFO: Cell changed...

[11/10/13 21:20:38]INFO: Add character 0001a66c

[11/10/13 21:20:38]INFO: Add character 0001a67c

[11/10/13 21:20:38]INFO: Add character 5d0093aa

[11/10/13 21:20:38]INFO: Add character 0001a69f

[11/10/13 21:20:38]INFO: Add character 00000014

[11/10/13 21:20:41]INFO: Add character 0001a676

[11/10/13 21:20:42]INFO: Add character 5c02b850

[11/10/13 21:20:42]INFO: 0001a676 no longer in cell, release it

[11/10/13 21:21:14]INFO: 0001a67c no longer in cell, release it

[11/10/13 21:21:22]INFO: Cell changed...

[11/10/13 21:21:22]INFO: Add character 0001a684

[11/10/13 21:21:22]INFO: Add character 5c0632bd

[11/10/13 21:21:22]INFO: Add character 0001a69a

[11/10/13 21:21:22]INFO: Add character 0001a676

[11/10/13 21:21:22]INFO: Add character 5c059102

[11/10/13 21:21:22]INFO: Add character 00037056

[11/10/13 21:21:22]INFO: Add character 180038cd

[11/10/13 21:21:22]INFO: Add character 180038cc

[11/10/13 21:21:22]INFO: Add character 00000014

[11/10/13 21:21:23]INFO: Add character 0001a69f

[11/10/13 21:21:27]INFO: 0001a69a no longer in cell, release it

[11/10/13 21:21:31]INFO: Add character 00037080

[11/10/13 21:21:32]INFO: Add character 5d0093aa

[11/10/13 21:21:41]INFO: 00037080 no longer in cell, release it

[11/10/13 21:21:44]INFO: Cell changed...

[11/10/13 21:21:44]INFO: Add character 5d00939c

[11/10/13 21:21:44]INFO: Add character 5d0093c1

[11/10/13 21:21:44]INFO: Add character 5d0093c2

[11/10/13 21:21:44]INFO: Add character 0001a69a

[11/10/13 21:21:44]INFO: Add character 00000014

[11/10/13 21:21:51]INFO: Add character 00037080

[11/10/13 21:22:00]INFO: Add character 00037056

[11/10/13 21:22:02]INFO: 00037080 no longer in cell, release it

[11/10/13 21:22:19]INFO: Cell changed...

[11/10/13 21:22:19]INFO: Add character 00000014

[11/10/13 21:22:32]INFO: Cell changed...

[11/10/13 21:22:32]INFO: Add character 0001a67f

[11/10/13 21:22:32]INFO: Add character 000d16e1

[11/10/13 21:22:32]INFO: Add character 000d16e2

[11/10/13 21:22:32]INFO: Add character 000d0ff6

[11/10/13 21:22:32]INFO: Add character 000d0ff5

[11/10/13 21:22:32]INFO: Add character 00000014

[11/10/13 21:24:47]INFO: 000d16e1 no longer in cell, release it

[11/10/13 21:24:56]INFO: 000d16e2 no longer in cell, release it

[11/10/13 21:25:21]INFO: Add character 00037057

[11/10/13 21:25:31]INFO: 0001a67f no longer in cell, release it

[11/10/13 21:26:35]INFO: 00037057 no longer in cell, release it

[11/10/13 21:26:59]INFO: Add character 00037057

 

 

 

 

And when it stops working going into different cell makes the jiggle work again till simply stops.

 

What I did was create a directory in the MO/mods dir and copy over the skse/plugins dir. I'm only running this one plugin, so it's a simple thing.

 

If you do this, and MO is running, just refresh the mod listing and it'll appear at the bottom. 

 

 

 

wow these customizations are crazy. You can make your characters breasts into jelly pretty much. Haha, I love it!

 

I think someone mentioned that there should be own thread for these customizations. I'll personally look forward to new update customization which keeps the 7-22 effect...

 

 

 

I'm going to put this up on hdt.monsto.com this week in a forum. Then we can have as many threads as we want. I REALLY HESITATE to start any additional threads here as some users that read the forum cant actually read and I'm absolutely certain that it will fragment support efforts regardless of what is in the OPs of those threads or how many of us try to repeat the "if you need support" or "the mod downloads are HERE"

 

I know that it risks fragmenting things, but the practical reasons are really good: centralized downloads, can keep a complete archive, i mean the list of positives is pretty long.

 

 

 

Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

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