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How to enable Thigh physics on UUNP


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Posted

Bare with my ignorance as I don't know jack shit about physics  at all. But I'll simplify the query as best as I could and would really be grateful if someone can help:

 

If you go to Outfit Studio and load whatever outfit from the Remodeled armor mod for uunp for example, you'll see in the bones tab you have something like: NPC L THIGH [L THG] and NPC L butt along with others that may or may not be highlighted in green, depends on whether they're enabled or not. 

 

So in-game this NPC L butt bone does have an effect. It jiggles. but not the Thigh or the Calf bones. Even if they're highlighted in green they don't seem to do anything and just remain static.

 

My question is how do I make these bones jiggle similar to how the breast and the butt ones do? 

 

I'm asking because I want to enable the thigh and maybe the calf bones as well for the outfits in Remodeled armor without having to convert those to SMP as I'm not really looking to play with 0.5 fps from the amount of smp outfits there would be lol.

 

I do have SMP but it's just for nude bodies and for my character. However what I really love about this particular one is the thigh physics. 

 

I do have Blender, JFF, Notepad++ and NifScope as I'm sure some if not all of them are needed for this. But I just need someone who's more knowledgeable to tell me what to do please.

 

 

Posted (edited)

U will need latest Skeleton for females that has NPC L\R (pre) Rear(front) Thigh bone nodes in them.
Open 3D app>import SkeletonFemale.nif>import body mesh> go to skindata tab where you can add a bone node (NPC L preFrontThigh and FrontThigh)  to existed nodes of the body mesh >weight paint them to 0.10~15 data (for test). Open hdtPhysicsExtensionsDefaultBBP > Copy-paste breast xml data and overwrite the breast nodes +contstraints tab with new bone names >save > test in game. Of course it depends on the data of the bones to work it correctly so you will need tweaking them in window borderless mode when you start the game. That way you can test the data in real time. 
This is a quick optional tutorial how to add hte bones and make them work for the engine.   

Edited by RomeoZero
Posted (edited)
9 hours ago, RomeoZero said:
9 hours ago, RomeoZero said:

U will need latest Skeleton for females that has NPC L\R (pre) Rear(front) Thigh bone nodes in them.
Open 3D app>import SkeletonFemale.nif>import body mesh> go to skindata tab where you can add a bone node (NPC L preFrontThigh and FrontThigh)  to existed nodes of the body mesh >weight paint them to 0.10~15 data (for test). Open hdtPhysicsExtensionsDefaultBBP > Copy-paste breast xml data and overwrite the breast nodes +contstraints tab with new bone names >save > test in game. Of course it depends on the data of the bones to work it correctly so you will need tweaking them in window borderless mode when you start the game. That way you can test the data in real time. 
This is a quick optional tutorial how to add hte bones and make them work for the engine.   

 

 

Thank you! I have Blender and it apparently has beef with nif files but I was able to find a plugin for it to import the files. I have created a folder to make the project separated and not fuck things up, put inside it a copy of xp32 extended skeleton_female.nif, went to outfit studio, loaded the uunp hdt reference body and exported that as a nif and put it inside the folder and have also went to the skse folder inside bodyslide mod folder, copied the hdtPhysicsExtensionsDefaultBBP and pasted that into the folder as well. 

So I think I understand what I have to do so far, import skeleton, import body, but regarding the bone nodes, how many do I have to add? the thighs have front and back. and then after that I have to go the xml file, copy-paste the breast data and then just replace breast names with the newly created bone names and then possibly modify some of the values like angular or whatnot to make it better. 

 

 

So if all goes smoothly, the edited body mesh (uunp) should have working thigh physics right? So if I want to make the outfits in remodeled armor mod use it instead of the old one, what would I have to do? Simply just convert all the outfits one by one and then overwrite the old hdtPhysicsExtensionsDefaultBBP that is inside bodyslide with the one that we added some lines to? Again thanks for your help!

Edited by valencia
Posted (edited)
On 2/5/2023 at 6:20 AM, valencia said:

with the one that we added some lines to? Again thanks for your help!

Yes, you understood the process very well. As for adding the node numbers to your bodymesh, as u vision it. You attach skin data to the mesh for the RIG to work and HDT to look for them in the xml file. Be it a front thigh or a back thighs. 
NPC L\R PRE bone is considered as a start of your constraint A point and normal NPC L\R is a B end point of a constraint. You can weight paint the skin data not only in a 3d app but also in Outfitstudio tool in Bones tab. Click on the Thigh bone > add > from skeleton. Its easier then in 3d app for HDT process.
Default xml data is considered if you need this to work permanently in all of the naked \mods female bodies (NPC+PC) when the game is loaded, or you can use a "Custom XML" for your body to work only. In this case you use either a separate body mesh from NPC or as an quipped item (HDT item).Dont forget to add in hdt item the path to your custom xml file (HDT XML path tutorials).
Then just copy past body weight skin data to your outfit Pants in OS for outfit conversions. 

Edited by RomeoZero
Posted
7 hours ago, RomeoZero said:

Yes, you understood the process very well. As for adding the node numbers to your bodymesh, as u vision it. You attach skin data to the mesh for the RIG to work and HDT to look for them in the xml file. Be it a front thigh or a back thighs. 
NPC L\R PRE bone is considered as a start of your constraint A point and normal NPC L\R is a B end point of a constraint. You can weight paint the skin data not only in a 3d app but also in Outfitstudio tool in Bones tab. Click on the Thigh bone > add > from skeleton. Its easier then in 3d app for HDT process.
Default xml data is considered if you need this to work permanently in all of the naked \mods female bodies (NPC+PC) when the game is loaded, or you can use a "Custom XML" for your body to work only. In this case you use either a separate body mesh from NPC or as an quipped item (HDT item).Dont forget to add in hdt item the path to your custom xml file (HDT XML path tutorials).
Then just copy past body weight skin data to your outfit Pants in OS for outfit conversions. 

Alright! with that, I can pretty much start working on it. Thank you very much for your help! much appreciated!

Posted
13 hours ago, RomeoZero said:

Yes, you understood the process very well. As for adding the node numbers to your bodymesh, as u vision it. You attach skin data to the mesh for the RIG to work and HDT to look for them in the xml file. Be it a front thigh or a back thighs. 
NPC L\R PRE bone is considered as a start of your constraint A point and normal NPC L\R is a B end point of a constraint. You can weight paint the skin data not only in a 3d app but also in Outfitstudio tool in Bones tab. Click on the Thigh bone > add > from skeleton. Its easier then in 3d app for HDT process.
Default xml data is considered if you need this to work permanently in all of the naked \mods female bodies (NPC+PC) when the game is loaded, or you can use a "Custom XML" for your body to work only. In this case you use either a separate body mesh from NPC or as an quipped item (HDT item).Dont forget to add in hdt item the path to your custom xml file (HDT XML path tutorials).
Then just copy past body weight skin data to your outfit Pants in OS for outfit conversions. 

UPDATE:

 

It worked! Thank you so much! everything worked correctly from the first try which is such a rare thing to happen. It was so simple! Didn't even need Blender, just used outfit studio and notepad++ to add in the data and that was it! I'm going to write exactly what I did in case somebody stumbles on this and wants to do it as well:

 

1- Create a folder, put it on the Desktop or wherever and go to your Bodyslide Mod --> ShapeData --> Unified UNP --> and Copy the "UUNPHDT.nif" file. Paste in the empty folder.

 

2- Go to SKSE folder in Bodyslide --> Plugins and Copy hdtPhysicsExtensionsDefaultBBP.xml. Paste in the empty folder.

 

This folder will be your backup incase something goes wrong.

 

4- Next up, Go to Outfit Studio --> Import NIF --> and then open UUNPHDT.nif from your bodyslide folder. 

 

5- in the "Bones" tab, scroll down to NPC L Thigh [L Thg] --> Right-Click Add From Skeleton --> Expand NPC L Thigh [L Thg] --> Expand NPC L PreFrontThigh --> Select NPC L Front Thigh and hit OK.

 

6- Scroll down to the bottom of Bones tab and you'll see it right there. Select it and then Go to Brush Settings and make sure the Strength is low.

 

7- Start painting. So for the front paint on the front. Rear you go for the back and make sure that the whole thigh is covered when both of them are combined. Blue color is the weakest. If you increase the "Strength" in Brush Settings the color will go greenish and then yellowish and then reddish. Red is the strongest.

 

8- After you're done with the painting, Export to NIF and overwrite the older file.

 

9- Open up hdtPhysicsExtensionsDefaultBBP.xml with Notepad++ --> Ctrl+F --> Type "Breast" --> and then copy NPC R Breast data starting from <hkparam. Copy all this shit which ends in the closing tag of </hkparam> You'll see another bone called NPC L PreBreast afterwards which is where you stop.

 

10- Press Enter after </hkobject>, paste and then change the name form NPC R Breast to the name of the thigh bone.

 

11- If you added 4 bones ( 2 L, 2 R) then you need to paste 3 more times and then you change the name of the bone to each one for example: NPC L FrontThigh and then NPC L RearThigh etc.

 

12- if you want you can add 2 comments. One right above the first Thigh bone and another at the bottom just keep things organized incase you want to edit the values. 

 

13- Done! make sure to build UUNPHDT as your body in Bodyslide incase you have something different and then launch the game and you should be able to see the new bones in action.

 

Regarding the outfits conversion, you can simply go to whatever outfit you would like to convert (in my case outfits from Remodeled Armor) Open it in Outfit Studio --> Delete the body that comes with it --> Hit Ctrl and Select the meshes --> Bones Tab --> Ctrl and select all the bones --> Delete From Project --> Load Reference --> UUNP HDT --> Ctrl Select all the meshes --> Go to Shape tab --> Copy Bone Weights --> Slider Tab --> Conform all and then save the project.

 

Note: If you'd like to edit the jiggle values, Look up JFF tool. There's a thread on here I  believe that has good info on what shit to change etc.

 

Posted (edited)

You can add to hdtPhysicsExtensionsDefaultBBP.xml everything you created, be it hdt hair, pouches, swords, bows,skirts (considering the collision params) with JFF when, say, you add new bones to the skeleton.nif itself for your game. The whole idea was actually 1 HDT to rule them all and a outfit mesh references for rigging the weights. (Considering that skeleton nif actually has all the phx data by default) Of course all gone sideways bcs modders r to individual personalities & SMP abomination was born. 

Edited by RomeoZero

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