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HDT-SMP : How to Create ???


Dorabella

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Posted (edited)

In all likelihood there are those who have been doing this for some time already, so they are certainly more skilled

For those, like me, who are new to this kind of thing, using the classic copy/drop system for practice comes in handy to understand how the process works

 

For the method I illustrate, I use Cassandra Frost Witch . The first ( in HDT-SMP)  is to be copied and transferred to another (devoid of all that)

 

Necessary : Notepad++ , Nifskope, Outfitstudio

 

⚠️  Before proceeding further, always make a backup of the file you want to manipulate 

 

Nifskope

 

Open Nifskope and, import the nif with HDT-SMP . Open Nifskope again, and import the nif to which you want to apply SMP . 

Locate in the nif , the NiNode where SMP is inserted , passes on the other nif and locates the same NiNode

 

Spoiler

Nif with SMP

 

Immagine1nif.jpg.503ec21bee1ecd520d16b52ef15adddc.jpg

 



Nif Without SMP 

 

Immagine2nif.jpg.21a19cb6dca5980aa5239912602c20ba.jpg

 

Taking care to read the NiNode number you are interested in, go to Block List, select the NiNode ( in the example DC Skirt root )

Right-click on the NiNode and select Copy Branch This will allow you to copy all settings

 

Spoiler

Immagine3nif.jpg.fa7a22cf51faeb371ce836493534231a.jpg

 

Switch to the other nif, select the NiNode to which SMP is to be applied (in the example NPC Pelvis), right-click on the NiNode and select Paste Branch 

 

Spoiler

Immagine4nif.jpg.cac74d4e53d69f5863601061e4616c16.jpg

 

 

 

Immagine5nif.jpg.cf86af4a285093b222f4d28dbf4a15ca.jpg

 

With this step, all NiNodes are transferred from one Nif to another in exactly the same position

Now you have to insert NiNodes and turn them into Bones

 

From the Nif to which you have applied SMP, click on the image, extend the NiTriShape, select BsDismemberSkinInstance

 

PS : Extend the submenu of the NiNodes you have applied and read the FIRST NUMBER 

The DC Skirt root, not to be calculated, only functions as a reference. The NiNode DC Skirt 00 , will not be counted, it will work as a base bone 

 

Spoiler

Immagine6nif.jpg.09a99a5ff2ff757f02e375b6b27c1e35.jpg

 

Count how many NiNodes have been added, in the example they are a series of 9 types consisting of 8 NiNodes. 

Having selected the BsDismemberSkinInstance , double-click on the number of bones to edit, add as many bones as there are NiNodes to insert  

Double-click on the green icon to edit

 

Spoiler

Immagine7nif.jpg.fe73a39b56434b8be6bbf610058c7f4b.jpg

 

 

 

 

Immagine8nif.jpg.5d2a5655cab43c629f28bcbb73c51e81.jpg

 

 

Compilation is simple, double-click on the empty line and enter the NiNode number. Proceed like this until you have entered them all 

Spoiler

Immagine9nif.jpg.401e2aee8efdf1371fe4ed72936a88fc.jpg

 

Immagine10nif.jpg.741d0f1c9b3ba84f92dfdaad497bc31b.jpg

 

When you have finished, go to the nif from which you copied the NiNodes and , copy the string HDTPhysicsObject Extend 0NiNode, right-click on string, select Copy . Switch to the other Nif, right-click on 0NiNode,and select Paste

 

Spoiler

 

Immagine11nif.jpg.1f1b8b83a6cbe4f6759e199e57e1b4aa.jpg

 

 

Immagine12nif.jpg.17f00a1b7bef53864bd44ae9a241d56c.jpg

 

 

Immagine13nif.jpg.95b8ddc8ac460c859a0eef03e0c13dac.jpg

 

 

take the XML of the source nif and copy it to the new destination . If, the destination is different, the HDTPhysicsObject string must be recompiled

 

Save and we are done with Nifskope

 

Outfitstudio

 

Open Outfitstudio\file\import nif and import the newly created nif  In the left panel, click on Bones, in the right panel, switch to Bones . You will see white icons that must be removed in order to apply the weights 

Right-click on the bones, select Bad Bones \Set Skin Transform for Node . Repeat step on all nodes to be corrected . Without this step, it will become impossible to apply weights without deforming your nif

 

Spoiler

Immagine.jpg.2c373d601af8a619891a59c32f5a8adf.jpg

 

Without bone transformation

 

Spoiler

Immagine3.jpg.a6d01fb162cc846abdf4bcb212e1c3ee.jpg

 

With Bones transform 

 

Spoiler

Immagine4.jpg.9175b0e4b39d094dd6cc52d3cb88ec09.jpg

 

At the end of the transformation of ALL bones, apply the weights . Select the bones , in the panel below, extend Posing , select the same Bone selected in the Bones panel  . Hold down the left mouse button, hover over the bones to be modified . The more times you hover over it, the more it will change colour and lighten to red. use the sliders at the bottom to visualise how it will move, then remember to reset them to 0

proceed until all bones are made .

 

Important: DO NOT save anything before you have finished. This will result in the automatic removal of all those bones that were not applied, forcing you to start over.

 

Spoiler

Immagine2.jpg.47b7ff9e460d72fd697e6b048f12a14b.jpg

 

 

When you have finished, click on file\export nif and save overriding the nif.

 

Feel free to make a backup of the nif created in Nifskope. This will prevent you from having to redo everything from the beginning.
Feel free to do the process with just a few bones at a time. This will be easier . 

 

The most that will happen to you will be to do the job in more time . The point of all this is to understand how it works .
A few bones at a time will also serve to make any corrections easier . In the game, you may end up with an effect such as the screen No Good 

 

This is determined by the weights and, guessing the right dosage will be a little laborious . 

 

Notepad ++

With the nif open in Outfitstudio, locate ALL bones. Should be edited . If you decide to use the same type of nif, i.e. two identical nifs, simply, as mentioned above, move the XML from one side to the other

If, you decide to make from 0 , a new XML will have to be compiled . For those who, like me, are beginners, the first method is more practical 

 

Example Editor. As a guide, you can use a pre-existing XML . The purpose of using this programme is to , colour the strings so that you can see whether they have been compiled correctly. 
If, the string turns out to be a different colour from the one used as a visual sample, the answer is simple . Incorrect compilation

 

Spoiler

Immagine5.jpg.a0a62005a6f6742db4a27f126b113011.jpg

 

 

Edited by ?????? 1627
Posted

Applied Example . In video no. 1, SMP was applied using the method described above . In video nr 2 the hat is static without SMP

As already mentioned, the right values must be found in the compilation of the XML . Although it is not perfect here, it is still enough to give the idea

 

1 Cassandra Frost Witch with Hat SMP

 

 

 

2  Cassandra Frost Witch without Hat SMP

 

 

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