asdt123123 Posted February 17 Posted February 17 Just a quick note on making SMP configs for hair. If you do this in your hair xml: <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <per-triangle-shape name="VirtualGround"> <margin>1</margin> <prenetration>4</prenetration> <tag>ground</tag> </per-triangle-shape> <bone-default> <margin-multiplier>0.8</margin-multiplier> <restitution>0.5</restitution> </bone-default> <bone name="NPC Head [Head]"/> You're telling SMP, this Head bone is a physics item. That will break facial expression Instead, you'd do something like this: <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <bone name="NPC Head [Head]"/> <bone name="NPC Neck [Neck]"/> <bone name="NPC Spine2 [Spn2]"/> <bone-default> <mass>0.2</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.4</linearDamping> <angularDamping>0.4</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone-default> ... rest of your stuff.... Now you've mapped those bones, but by putting them in the top area you've told SMP that these are NOT physics simulated and you've defined them as kinematic. This WONT break facial expressions. A ton of hair mods for whatever reason are plagued with this issue. I recommend viewing KS Hairdos - HDT SMP (Physics) by ousnius for a proper example on how to configure your hair properly for SMP. 1
nastor5 Posted February 26 Posted February 26 Look for SMP hair mods that have equipable wigs. They won't break facial animations like the actual hair will.
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