Back2friday Posted November 17, 2025 Posted November 17, 2025 I have some dress mods that are fighting with the pc butt. Meaning the collision between butt (cbpc) and dress are constantly moving even when standing still. How do i fix this... without changing cbpc settings no really, it took me 3 months to get the cbpc physics how i want it. I need an alternative, because i also have some of dresses and skirts that doesnt have this issue. My noob solution would be open good dress with good collision in outfit studio, delete everything except the collisions and import the bad dress with bad collision, remove collision and export back to bad dress. Would this work?
traison Posted November 17, 2025 Posted November 17, 2025 Before messing with the virtual collision meshes I would inspect the SMP preset of the problematic dress. It's quite common for SMP items to define way too many bones in their presets. Like a hat defining tit nodes, or in your case (most likely) dresses with all nodes defined. When a node is defined in both SMP and CBPC you have 2 systems adjusting the position of the same node. The unfortunate thing about this is that sometimes you can't get rid of the superfluous node definitions without breaking something. Comment out any butt node definitions you find in the SMP preset and test again. If the perpetual motion stops, you know where the problem is.
Back2friday Posted November 17, 2025 Author Posted November 17, 2025 2 hours ago, traison said: Before messing with the virtual collision meshes I would inspect the SMP preset of the problematic dress. It's quite common for SMP items to define way too many bones in their presets. Like a hat defining tit nodes, or in your case (most likely) dresses with all nodes defined. When a node is defined in both SMP and CBPC you have 2 systems adjusting the position of the same node. The unfortunate thing about this is that sometimes you can't get rid of the superfluous node definitions without breaking something. Comment out any butt node definitions you find in the SMP preset and test again. If the perpetual motion stops, you know where the problem is. With SMP preset you mean what exactly? With comment out a node, you mean in the xml file? Im not familiar with xml files when it comes to physics. Below a xml files of the dress im talking about. If you could point out what to do and how to comment out a node please. Ty Spoiler <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <!-- ground --> <per-triangle-shape name="VirtualGround"> <margin>0.5</margin> <prenetration>10</prenetration> <tag>ground</tag> </per-triangle-shape> <!-- body --> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC L ForearmTwist1 [LLt1]"/> <bone name="NPC R ForearmTwist1 [RLt1]"/> <bone name="NPC L ForearmTwist2 [LLt2]"/> <bone name="NPC R ForearmTwist2 [RLt2]"/> <bone name="NPC L Hand [LHnd]"/> <bone name="NPC R Hand [RHnd]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC L UpperarmTwist1 [LUt1]"/> <bone name="NPC R UpperarmTwist1 [RUt1]"/> <bone name="NPC L UpperarmTwist2 [LUt2]"/> <bone name="NPC R UpperarmTwist2 [RUt2]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC L Thigh [LThg]"/> <bone name="NPC R Thigh [RThg]"/> <bone name="NPC L PreButt"/> <bone name="NPC R PreButt"/> <bone name="NPC L PreBreast"/> <bone name="NPC R PreBreast"/> <bone name="NPC L Foot [Lft ]"/> <bone name="NPC R Foot [Rft ]"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="bm00"/> <bone name="br00"/> <bone name="bl00"/> <bone name="fm00"/> <bone name="fr00"/> <bone name="fl00"/> <bone name="slf00"/> <bone name="slb00"/> <bone name="srb00"/> <bone name="srf00"/> <bone-default> <mass>5.000000</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="2" z="0"/> </centerOfMassTransform> <linearDamping>0.85</linearDamping> <angularDamping>0.85</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>1</restitution> </bone-default> <bone-default> <margin-multiplier>0.01</margin-multiplier> </bone-default> <bone name="NPC L Breast"/> <bone name="NPC R Breast"/> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-7" y="-7" z="-7"/> <linearUpperLimit x="7" y="7" z="7"/> <angularLowerLimit x="-0.3" y="-0.3" z="-0.3"/> <angularUpperLimit x="0.3" y="0.3" z="0.3"/> <linearStiffness x="500" y="500" z="500"/> <angularStiffness x="500" y="500" z="500"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="-1" z="-3"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint-default> <generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast"/> <generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast"/> <bone-default> <mass>5.000000</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="-1" z="0"/> </centerOfMassTransform> <linearDamping>0.85</linearDamping> <angularDamping>0.85</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone-default> <bone name="NPC L Butt"/> <bone name="NPC R Butt"/> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-6" y="-6" z="-6"/> <linearUpperLimit x="6" y="6" z="6"/> <angularLowerLimit x="-0.3" y="0" z="-0.3"/> <angularUpperLimit x="0.3" y="0" z="0.3"/> <linearStiffness x="500" y="500" z="500"/> <angularStiffness x="500" y="500" z="500"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="0" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint-default> <generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"/> <generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"/> <per-triangle-shape name="CBBE"> <margin>0.5</margin> <prenetration>0.5</prenetration> <tag>body</tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>vbody</no-collide-with-tag> <no-collide-with-tag>Labia</no-collide-with-tag> <no-collide-with-tag>pussy</no-collide-with-tag> <no-collide-with-tag>Genitals</no-collide-with-tag> <no-collide-with-tag>MaleBody</no-collide-with-tag> <no-collide-with-tag>Lbreast</no-collide-with-tag> <no-collide-with-tag>Rbreast</no-collide-with-tag> <no-collide-with-tag>Belly</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VCBBE"> <margin>1.0</margin> <penetration>0.0001</penetration> <tag>vbody</tag> <no-collide-with-tag>vbody</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>Lbreast</no-collide-with-tag> <no-collide-with-tag>Rbreast</no-collide-with-tag> <no-collide-with-tag>ground</no-collide-with-tag> </per-triangle-shape> <!-- Skirt Bones --> <bone-default> <mass>0.5</mass> <inertia x="50" y="50" z="50" /> <!--<gravity-factor>0.5</gravity-factor>--> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </centerOfMassTransform> <linearDamping>0.5</linearDamping> <angularDamping>0.5</angularDamping> <friction>0</friction> <restitution>0.5</restitution> </bone-default> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="bm01"/> <bone name="br01"/> <bone name="bl01"/> <bone name="fm01"/> <bone name="fr01"/> <bone name="fl01"/> <bone name="slf01"/> <bone name="slb01"/> <bone name="srb01"/> <bone name="srf01"/> <bone-default> <margin-multiplier>2</margin-multiplier> </bone-default> <bone name="bm02"/> <bone name="br02"/> <bone name="bl02"/> <bone name="fm02"/> <bone name="fr02"/> <bone name="fl02"/> <bone name="slf02"/> <bone name="slb02"/> <bone name="srb02"/> <bone name="srf02"/> <bone-default> <margin-multiplier>3</margin-multiplier> </bone-default> <bone name="bm03"/> <bone name="br03"/> <bone name="bl03"/> <bone name="fm03"/> <bone name="fr03"/> <bone name="fl03"/> <bone name="slf03"/> <bone name="slb03"/> <bone name="srb03"/> <bone name="srf03"/> <bone-default> <margin-multiplier>4</margin-multiplier> </bone-default> <bone name="bm04"/> <bone name="br04"/> <bone name="bl04"/> <bone name="fm04"/> <bone name="fr04"/> <bone name="fl04"/> <bone name="slf04"/> <bone name="slb04"/> <bone name="srb04"/> <bone name="srf04"/> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0" /> <linearUpperLimit x="0" y="0" z="0" /> <angularLowerLimit x="-0.1" y="-0.1" z="0" /> <angularUpperLimit x="0.1" y="0.6" z="0.1" /> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0.0" y="0.0" z="0.0"/> <angularDamping x="0.0" y="0.0" z="0.0"/> <linearEquilibrium x="0" y="0" z="0" /> <angularEquilibrium x="0" y="0" z="0" /> <linearBounce x="0" y="0" z="0"/> <angularBounce x="0" y="0" z="0"/> </generic-constraint-default> <constraint-group> <generic-constraint bodyA="bm01" bodyB="bm00"/> <generic-constraint bodyA="bm02" bodyB="bm01"/> <generic-constraint bodyA="bm03" bodyB="bm02"/> <generic-constraint bodyA="bm04" bodyB="bm03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="bl01" bodyB="bl00"/> <generic-constraint bodyA="bl02" bodyB="bl01"/> <generic-constraint bodyA="bl03" bodyB="bl02"/> <generic-constraint bodyA="bl04" bodyB="bl03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="br01" bodyB="br00"/> <generic-constraint bodyA="br02" bodyB="br01"/> <generic-constraint bodyA="br03" bodyB="br02"/> <generic-constraint bodyA="br04" bodyB="br03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="fm01" bodyB="fm00"/> <generic-constraint bodyA="fm02" bodyB="fm01"/> <generic-constraint bodyA="fm03" bodyB="fm02"/> <generic-constraint bodyA="fm04" bodyB="fm03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="fl01" bodyB="fl00"/> <generic-constraint bodyA="fl02" bodyB="fl01"/> <generic-constraint bodyA="fl03" bodyB="fl02"/> <generic-constraint bodyA="fl04" bodyB="fl03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="fr01" bodyB="fr00"/> <generic-constraint bodyA="fr02" bodyB="fr01"/> <generic-constraint bodyA="fr03" bodyB="fr02"/> <generic-constraint bodyA="fr04" bodyB="fr03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="slf01" bodyB="slf00"/> <generic-constraint bodyA="slf02" bodyB="slf01"/> <generic-constraint bodyA="slf03" bodyB="slf02"/> <generic-constraint bodyA="slf04" bodyB="slf03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="slb01" bodyB="slb00"/> <generic-constraint bodyA="slb02" bodyB="slb01"/> <generic-constraint bodyA="slb03" bodyB="slb02"/> <generic-constraint bodyA="slb04" bodyB="slb03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="srb01" bodyB="srb00"/> <generic-constraint bodyA="srb02" bodyB="srb01"/> <generic-constraint bodyA="srb03" bodyB="srb02"/> <generic-constraint bodyA="srb04" bodyB="srb03"/> </constraint-group> <constraint-group> <generic-constraint bodyA="srf01" bodyB="srf00"/> <generic-constraint bodyA="srf02" bodyB="srf01"/> <generic-constraint bodyA="srf03" bodyB="srf02"/> <generic-constraint bodyA="srf04" bodyB="srf03"/> </constraint-group> <generic-constraint-default> <frameInLerp> <translationLerp>0.5</translationLerp> <rotationLerp>0.5</rotationLerp> </frameInLerp> <linearLowerLimit x="-6" y="-6" z="-6"/> <linearUpperLimit x="6" y="6" z="6"/> <angularLowerLimit x="-10" y="-10" z="-10"/> <angularUpperLimit x="10" y="10" z="10"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> </generic-constraint-default> <generic-constraint bodyA="bl01" bodyB="slb01" /> <generic-constraint bodyA="bm01" bodyB="bl01" /> <generic-constraint bodyA="br01" bodyB="bm01" /> <generic-constraint bodyA="srb01" bodyB="br01" /> <generic-constraint bodyA="fl01" bodyB="slf01" /> <generic-constraint bodyA="fm01" bodyB="fl01" /> <generic-constraint bodyA="fr01" bodyB="fm01" /> <generic-constraint bodyA="srf01" bodyB="fr01" /> <generic-constraint bodyA="bl02" bodyB="slb02" /> <generic-constraint bodyA="bm02" bodyB="bl02" /> <generic-constraint bodyA="br02" bodyB="bm02" /> <generic-constraint bodyA="srb02" bodyB="br02" /> <generic-constraint bodyA="fl02" bodyB="slf02" /> <generic-constraint bodyA="fm02" bodyB="fl02" /> <generic-constraint bodyA="fr02" bodyB="fm02" /> <generic-constraint bodyA="srf02" bodyB="fr02" /> <generic-constraint bodyA="bl03" bodyB="slb03" /> <generic-constraint bodyA="bm03" bodyB="bl03" /> <generic-constraint bodyA="br03" bodyB="bm03" /> <generic-constraint bodyA="srb03" bodyB="br03" /> <generic-constraint bodyA="fl03" bodyB="slf03" /> <generic-constraint bodyA="fm03" bodyB="fl03" /> <generic-constraint bodyA="fr03" bodyB="fm03" /> <generic-constraint bodyA="srf03" bodyB="fr03" /> <generic-constraint bodyA="bl04" bodyB="slb04" /> <generic-constraint bodyA="bm04" bodyB="bl04" /> <generic-constraint bodyA="br04" bodyB="bm04" /> <generic-constraint bodyA="srb04" bodyB="br04" /> <generic-constraint bodyA="fl04" bodyB="slf04" /> <generic-constraint bodyA="fm04" bodyB="fl04" /> <generic-constraint bodyA="fr04" bodyB="fm04" /> <generic-constraint bodyA="srf04" bodyB="fr04" /> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone-default> <mass>0.0</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone-default> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0" /> <linearUpperLimit x="0" y="0" z="0" /> <angularLowerLimit x="0" y="0" z="0" /> <angularUpperLimit x="0" y="0" z="0" /> <linearStiffness x="0" y="0" z="0" /> <angularStiffness x="0" y="0" z="0" /> <linearDamping x="0" y="0" z="0" /> <angularDamping x="0" y="0" z="0" /> <linearEquilibrium x="0" y="0" z="0" /> <angularEquilibrium x="0" y="0" z="0" /> </generic-constraint-default> <per-vertex-shape name="skirt"> <margin>0.2</margin> <shared>private</shared> <tag>dress</tag> <no-collide-with-tag>hands</no-collide-with-tag> <no-collide-with-tag>dress</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-bone>NPC L Breast</no-collide-with-bone> <no-collide-with-bone>NPC R Breast</no-collide-with-bone> <no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone> <no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone> <no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone> <no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone> <no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone> <no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone> <no-collide-with-bone>NPC L Hand [LHnd]</no-collide-with-bone> <no-collide-with-bone>NPC R Hand [RHnd]</no-collide-with-bone> <weight-threshold bone="NPC L Forearm [LLar]">1</weight-threshold> <weight-threshold bone="NPC R Forearm [RLar]">1</weight-threshold> <weight-threshold bone="NPC L ForearmTwist1 [LLt1]">1</weight-threshold> <weight-threshold bone="NPC R ForearmTwist1 [RLt1]">1</weight-threshold> <weight-threshold bone="NPC L ForearmTwist2 [LLt2]">1</weight-threshold> <weight-threshold bone="NPC R ForearmTwist2 [RLt2]">1</weight-threshold> <weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold> <weight-threshold bone="NPC R Clavicle [RClv]">1</weight-threshold> <weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold> <weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold> <weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold> <weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold> <weight-threshold bone="NPC L PreButt">1</weight-threshold> <weight-threshold bone="NPC R PreButt">1</weight-threshold> <weight-threshold bone="NPC L Butt">1</weight-threshold> <weight-threshold bone="NPC R Butt">1</weight-threshold> <weight-threshold bone="NPC L Thigh [LThg]">1</weight-threshold> <weight-threshold bone="NPC R Thigh [RThg]">1</weight-threshold> <weight-threshold bone="NPC L Breast">1</weight-threshold> <weight-threshold bone="NPC R Breast">1</weight-threshold> <weight-threshold bone="bm01">0.3</weight-threshold> <weight-threshold bone="bm02">0.3</weight-threshold> <weight-threshold bone="bm03">0.3</weight-threshold> <weight-threshold bone="bm04">0.3</weight-threshold> <weight-threshold bone="fm01">0.3</weight-threshold> <weight-threshold bone="fm02">0.3</weight-threshold> <weight-threshold bone="fm03">0.3</weight-threshold> <weight-threshold bone="fm04">0.3</weight-threshold> <weight-threshold bone="fl01">0.3</weight-threshold> <weight-threshold bone="fl02">0.3</weight-threshold> <weight-threshold bone="fl03">0.3</weight-threshold> <weight-threshold bone="fl04">0.3</weight-threshold> <weight-threshold bone="fr01">0.3</weight-threshold> <weight-threshold bone="fr02">0.3</weight-threshold> <weight-threshold bone="fr03">0.3</weight-threshold> <weight-threshold bone="fr04">0.3</weight-threshold> <weight-threshold bone="fr05">0.3</weight-threshold> <weight-threshold bone="br01">0.3</weight-threshold> <weight-threshold bone="br02">0.3</weight-threshold> <weight-threshold bone="br03">0.3</weight-threshold> <weight-threshold bone="br04">0.3</weight-threshold> <weight-threshold bone="bl01">0.3</weight-threshold> <weight-threshold bone="bl02">0.3</weight-threshold> <weight-threshold bone="bl03">0.3</weight-threshold> <weight-threshold bone="bl04">0.3</weight-threshold> <weight-threshold bone="slf01">0.3</weight-threshold> <weight-threshold bone="slf02">0.3</weight-threshold> <weight-threshold bone="slf03">0.3</weight-threshold> <weight-threshold bone="slf04">0.3</weight-threshold> <weight-threshold bone="srf01">0.3</weight-threshold> <weight-threshold bone="srf02">0.3</weight-threshold> <weight-threshold bone="srf03">0.3</weight-threshold> <weight-threshold bone="srf04">0.3</weight-threshold> <weight-threshold bone="slb01">0.3</weight-threshold> <weight-threshold bone="slb02">0.3</weight-threshold> <weight-threshold bone="slb03">0.3</weight-threshold> <weight-threshold bone="slb04">0.3</weight-threshold> <weight-threshold bone="srb01">0.3</weight-threshold> <weight-threshold bone="srb02">0.3</weight-threshold> <weight-threshold bone="srb03">0.3</weight-threshold> <weight-threshold bone="srb04">0.3</weight-threshold> </per-vertex-shape> </system>
traison Posted November 17, 2025 Posted November 17, 2025 None of these have anything to do with the skirt: <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC L ForearmTwist1 [LLt1]"/> <bone name="NPC R ForearmTwist1 [RLt1]"/> <bone name="NPC L ForearmTwist2 [LLt2]"/> <bone name="NPC R ForearmTwist2 [RLt2]"/> <bone name="NPC L Hand [LHnd]"/> <bone name="NPC R Hand [RHnd]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC L UpperarmTwist1 [LUt1]"/> <bone name="NPC R UpperarmTwist1 [RUt1]"/> <bone name="NPC L UpperarmTwist2 [LUt2]"/> <bone name="NPC R UpperarmTwist2 [RUt2]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC L Thigh [LThg]"/> <bone name="NPC R Thigh [RThg]"/> <bone name="NPC L PreButt"/> <bone name="NPC R PreButt"/> <bone name="NPC L PreBreast"/> <bone name="NPC R PreBreast"/> <bone name="NPC L Foot [Lft ]"/> <bone name="NPC R Foot [Rft ]"/> This defines SMP physics for the butt nodes that are already controlled by CBPC (conflict): <generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"/> <generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"/>
Back2friday Posted November 17, 2025 Author Posted November 17, 2025 3 hours ago, traison said: None of these have anything to do with the skirt: Okay... Then where do i find them? In outfit studio? Do i need to import the dress and disable bones from there? Again, i do not understand what you mean with "Comment out any butt node definitions you find in the SMP preset"
traison Posted November 17, 2025 Posted November 17, 2025 (edited) 42 minutes ago, Back2friday said: Then where do i find them? In the file you posted in your previous message. 42 minutes ago, Back2friday said: i do not understand what you mean with "Comment out..." Commenting things out in code. Comments in XML. Thus: <!-- <generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"/> <generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"/> --> Edited November 17, 2025 by traison
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