OpheliaComplex Posted June 5, 2023 Posted June 5, 2023 [Blender addon] SMPRigidBodies create, test and export SMP .xml:s from blender View File Blender addon to export physics setups from Rigid Body Bones by Pauan which can be used to create and test physics setups in blender.  Build and test your SMP physics setup in blender using that addon. When you are done and satisfied export it all to SMP .xmls through file->export->Skinned Mesh Physics (SMP) .xml  Collision meshes (per-vertex-shape and per-triangle-shape) meshes can be defined by making those meshes rigid bodies set to "passive" and options can be set in the rigid body physics side panel under "SMPRigidBodies"  The latest version will be on github, posting here for visibility.  https://github.com/OpheliaComplex/SMPRigidBodies  Basic functionality is there but some things likely need to be improved.  physics test.webm Submitter OpheliaComplex Submitted 06/05/2023 Category Modders Resources Requires blender, likely 3.0+, developed on blender 3.5 Special Edition Compatible Not Applicable
DG914 Posted June 5, 2023 Posted June 5, 2023 Goddamn, that looks sick! What do you mean by testing the physics setups though?
OpheliaComplex Posted June 5, 2023 Author Posted June 5, 2023 1 minute ago, DG914 said: Goddamn, that looks sick! What do you mean by testing the physics setups though? Â You set them up with the rigid body bones addon in blender and can see how your settings behave, with limits, springs, levels of damping etc No need to export it all to a final mesh into skyrim before you can test SMP on it, you can test it while making the outfit, inside blender. Â You can see in the video how I shake the npc root bone and that causes the skirt bones to react - it's physics driven. 1
DG914 Posted June 5, 2023 Posted June 5, 2023 Ohh, so you can import an already made system into blender, too?
OpheliaComplex Posted June 5, 2023 Author Posted June 5, 2023 1 minute ago, DG914 said: Ohh, so you can import an already made system into blender, too? Â Nope that's not implemented, maybe could be added but would take quite a lot of work I think
DG914 Posted June 5, 2023 Posted June 5, 2023 Ah, I see.. Biggest part of it would probably be converting the meshes skeletons and names into a unified system for Blender, I think. Either way, great work so far! P.s.: Love your pfp, did you make it yourself?
OpheliaComplex Posted June 10, 2023 Author Posted June 10, 2023 On 6/6/2023 at 1:18 AM, DG914 said: P.s.: Love your pfp, did you make it yourself? Â Thanks! Well, define "made". It's stable diffusion generated with some fiddling of model checkpoints and LORAs by me prior, cleaned up some details, background and shadows in GIMP after. Â I would say yes, but some people would scream I didn't make it :p
chole Posted June 25, 2023 Posted June 25, 2023 I've tried this, but I can't get it to work because I don't have a decent guide. Are you willing to make a basic guide? Â
DouBNiYiJingSiLe Posted September 15, 2025 Posted September 15, 2025 Sorry to bother you. Which option in Blender can I use to modify the generated penetration value?
DouBNiYiJingSiLe Posted September 16, 2025 Posted September 16, 2025 6 hours ago, DouBNiYiJingSiLe said: Sorry to bother you. Which option in Blender can I use to modify the generated penetration value? This plugin seems to be unable to distinguish between physical bones and bones that do not require physics. It can only classify bones with weights and bones without weights. Weight-threshold bones also seem to be unable to generate
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