valencia Posted August 25, 2023 Posted August 25, 2023 Modified UUNP HDT That Includes Thigh Physics View File So first let me clarify that is file won't do anything if you don't have an SMP body installed. SMP bodies like BHUNP and the All-In-One-HDT SMP By DKnight13 (which I personally use and highly recommend if you like extra jiggles) have thigh physics. But the problem is, if you convert several NPC outfits in Bodyslide to any of these SMP bodies directly then you're gonna have major lag because these bodies contain finger physics, forearms and all kinds of shit. So I have not tested this with other SMP bodies but I think in theory they should work as long as the bone names are identical. So me personally I never cared about them finger and forearm physics, instead I just wanted thigh physics. So what I did was I modified the UUNPHDT file that comes with Bodyslide and added and weight painted the bones responsible for the thigh physics. So in a nutshell if I installed a new armor or outfit and wanted to add thigh physics to it without fucking up my framerate, then I would just convert it in Outfit Studio and use the Load Reference option and then load the built-in but now modified UUNP HDT preset. That way the outfit would now have the thigh bones enabled and because I already have SMP body installed, the bones basically use the values from that and voila. I have literally converted most outfits in the game to this modified uunp and I'm seeing 0 impact on the performance. Unlike when I had just 3 followers and all of them wearing outfits converted to use the full on SMP body. You probably should keep the naked bodies full SMP though. So here's how you make it work: 1) Get yourself an SMP body, set it up etc 2) Download the file and place it in this directory: BodySlide and Outfit Studio\CalienteTools\BodySlide\ShapeData\Unified UNP 3) Load up whatever outfit in Outfit Studio. 4) Delete the body that comes with it, then select all the meshes (Ctrl + Left Mouse to highlight them all ) 5) Navigate to the Bones tab and highlight all the bones and delete them all from Project. 6) Next up, Select File, Load Reference, From Template: Unified UNP HDT (which is this file), select zaps and sliders and OK 7) Highlight all the meshes, Select Shape, Copy Bone Weights, Ok  8 ) Slider, Conform All. 9) Save the project. And now it is done. To make sure that it worked, select the body pieces from the meshes and you should see the NPC L FrontThigh NPC L RearThigh and their R counterparts in green. 10) Profit. The end result is in the video. As you can see, the breasts and the butts use the old fashioned hdt pe physics that come with the uunp preset, but now we've added thigh physics to the mix without fucking up the framerate.  Jiggles.mp4   Submitter valencia Submitted 08/25/2023 Category Body Replacers Requires SMP Special Edition Compatible Not Applicable
t.ara Posted August 26, 2023 Posted August 26, 2023 Â you can instead paint little of the breast weight onto the wanted legs of the reference-body and weight the cloth with that new body-reference-this is far more handy, spends the same effect and uses less work-you can simply stay hdt-pe without installing other stuff-specially you can visualize a more serious effect by directing a small edit at legs and maybe on the lowerleg-backside as well
LLgambitone Posted July 14, 2024 Posted July 14, 2024 T.ara would you expand on your solution a little more? From what I gather... -Open any basic body with ANY bones, lets say a random CBBE or 3BA body -Select one of the bones and just paint on the place you want new "bone weights" to apply? This would mean that, if you used breasts for example, breast weight and thigh weight would be linked, and whatever gravity changes you make to breasts apply to thighs? As long as you don't need them to be very different, it should be fine? Did I understand that correct? Either way we end up with Thigh physics. The question I have is how do we get COLLISION? Because physics, through bones here, just applies a "free body" which gets affected by gravity, so you can get jiggle, but this alone won't have collision, right? Can we make thighs touch eachother? and bend/squish when in contact? then this could apply to..... *other* meshes as well...
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