xravyn Posted April 23, 2023 Posted April 23, 2023 Hiya! I'm currently working on an armor refit for my personal use, and while I have everything more or less worked out, there's a strange physics behavior where the skirt will touch the hands and then crawl up them to the forearm and get stuck there, requiring me to "shake it loose." I've tried changing the XML to either collide or not collide with the relevant bones, but it doesn't seem to matter either way. The physics function and collide correctly with the legs etc., so just the hands are the problem. Definitely driving me crazy so I'd appreciate any help anyone can provide. Thanks!
t.ara Posted April 23, 2023 Posted April 23, 2023 SSE and SMP is very, very complex and mostly not working if not made 100% depend on each other: complex collision, bone- and skeleton-built and the security to have a correct working mesh-file as well are lot of parameters, which all have to be suiting perfectly well to generate a well working smp-asset...the top level stuff is the whole body dress, which is working for all body-collisions together with the body-mechanics. SMP never has been working perfect but in dependence of the last 3bx bodies and their slot systems, in foreground to suit for sex-mechanics it now is very hard to get clothing working well under all this circumstances. Important is the perfect handling of a clean mesh creation, a suiting xml-chain and a suiting handling of the collision dummies. Lot of stuff to care-smp and bodyslide is a time-consuming business, in between. It can cause a 24/7 full time job for those types of assets. At least you switch off the virtual hands, change parameters inside of the basic physic-file of the body and switch off some overstyled collision parameters for sex-scenes.
xravyn Posted April 23, 2023 Author Posted April 23, 2023 31 minutes ago, t.ara said: SSE and SMP is very, very complex and mostly not working if not made 100% depend on each other: complex collision, bone- and skeleton-built and the security to have a correct working mesh-file as well are lot of parameters, which all have to be suiting perfectly well to generate a well working smp-asset...the top level stuff is the whole body dress, which is working for all body-collisions together with the body-mechanics. SMP never has been working perfect but in dependence of the last 3bx bodies and their slot systems, in foreground to suit for sex-mechanics it now is very hard to get clothing working well under all this circumstances. Important is the perfect handling of a clean mesh creation, a suiting xml-chain and a suiting handling of the collision dummies. Lot of stuff to care-smp and bodyslide is a time-consuming business, in between. It can cause a 24/7 full time job for those types of assets. At least you switch off the virtual hands, change parameters inside of the basic physic-file of the body and switch off some overstyled collision parameters for sex-scenes. Thanks for the reply! I'm certainly realizing how complex it is, and it's been quite the task to wrap my brain around it - luckily, I'm just refitting from SAM to HIMBO, and the collision detection worked almost perfectly as-is once I refit the meshes to the new body type. The hands are the only thing giving me trouble. I'll try cutting them out of the reference mesh I used for the conversion to see if that helps, I appreciate the suggestion.
traison Posted April 23, 2023 Posted April 23, 2023 I'd say there's a bit of confusion in SMP when it comes to collision white- and blacklisting. I've seen many outfits (I'd say the vast majority) doing something like this: <no-collide-with-bone>A</no-collide-with-bone> <no-collide-with-bone>B</no-collide-with-bone> <no-collide-with-tag>C</no-collide-with-tag> <no-collide-with-bone>D</no-collide-with-bone> <can-collide-with-tag>E</can-collide-with-tag> <can-collide-with-tag>F</can-collide-with-tag> So, bones A, B and D do not collide with this shape, nor do shapes tagged C. Yet this shape can only collide with shapes tagged E or F. See the conflict? The first thing I do with any SMP enabled outfit is set the collisions to public (irrelevant in this case), fix the margins (again, irrlevant) and sort out the collision filters. Once that has been sorted out, you need to find the SMP preset for hands, gloves and gauntlets and note down the tags they use, i.e.: <per-triangle-shape name="MaleHands"> <shared>public</shared> <tag>hands</tag> Now add these tags to the shape definition for the skirt, i.e.: <no-collide-with-tag>hands</no-collide-with-tag> Also take into consideration that any mod can add hands, gloves and gauntlets with different tags that will need filtering as well. For instance, the mod that adds the skirt can also add gloves with a different tag name. You can obviously reverse this filter and add can-collide-with-tag elements, but you may soon notice the list is no shorter doing it this way either. Personally I tend to normalize tag names, so if a mod with gloves uses <tag>fancygloveslol13</tag> I normalize that to <tag>hands</tag> to avoid having to add filters for every imaginable mod.
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