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Tails/Ears with physics inertia


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xDDDDDDDDDDDDDDDDDDD

 

Ok, first of all, the NiStringExtraData must be named "HDT Havok Path", not the "HDT Havoc Path".

Secondly, mystic tail's .esp is badly made, so tails show up only for khajiits. At least for the tail i used - Khajiit Tail Grey. So i remade an esp a little.

Third - xml loads now, but the tail stands straight up, like a prolonged and visualised spine(probably) bone.

All the things i've dealed with were flagged as CS_STATIC, and test skirt mesh is static too. So i doubt it's a problem.

 

I'm in a twist of emotion right now. The fact my whole trouble was because of a SPELLING mistake AND that you got it working!!!!

 

The tail's are all equipable and all show for me so its something your side (custom race? or skeleton?)

 

Im off to test if it works for me now ill play around with the .xml too oh so happy and mad at the same time :s

 

THANK YOUUUUU!!!!

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I cant help you with the races things than sorry.

 

Also i cant seem to get it stable, but than again i don't know what any of it is.

 

I don't think any of the setup I have is working, I looked at some other files constraint types between bones and (for example the test skirts constraint is not even available in JFF editor...

 

So I'm reading everything i can to see if i can even the slightest clue of what to do next...

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ok... erm good news i think.

 

I went out and had a little stress relief and suddenly came to the conclusion that the joints HDT should be the same as bones and now i SUDDENLY have a "functional" tail.

 

its semi working, looks a bit angry until you walk a bit than it spazzes out until you stand still again. PROGRESS HAS BEEN MADE ! HUZZAH !

 

I added every tail bone and joined them with skeletal data, next to actually add HDT to them... also I don't think i'm using the right constraint.

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Try the chain contraints under the JFF tool.

 

At least I think a chain constraint might help with a tail :-/

 

I attempted to do that and it snapped off and flew into space, haha. might have had the wrong setting on it but that's what happened.

 

EDIT: might have been before i knew that i needed to use skeletal spacing as x y z settings. ill try it again.

EDIT2:

good news, with skeletal data chain constraints work!

bad news, it allows twisting with no way (that i know of) to stop it.

 

EDIT3:

ball socket chain = twisting but "functional"

powered chain = crash, no idea why.

"stiff spring chain" = spazzy/jumpy/stretchy, but has data/functions that i don't understand.

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Do i need to have a body in the same .XML to enable collision? or dose collision data cross ingame?

 

I'm hoping (if none elce has done it) to have a full body collision so the tail cant go inside the body at any point, and i don't want all that information in the tails .XML

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Here is the file you asked, its a simple skeleton (vanilla Skeleton beast) with a rigid body linked to the NPC Root to emulate floor collisions.

 

This is a screen of how big is the floor for collisions. I think it should be enough, since the npc root moves a bit back when you sneak.

 

1883275-6VVL8F3.jpg

 

 

Floor.xml

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OK, thank's very much!

 

my last post was a question, dose the havoc plugin keep collison groups/information between seperate xml files?

 

if it dose than i could just keep Yoo's .XML separate and just add it to a group. by adding the extra XML via data stringS - correct?

if it dose not I would need to rig it into my current XML between the "__data__" sections - correct?

 

EDIT: if no-one knows i could probably set up a quick test, shouldn't be too hard.

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The information is separated by containers, normally they start with something like:

<hkobject name="#0062" class="hkpRigidBody" signature="0xd0313594"> 

Yeah, don't worry i know my way around an XML.

 

but I don't want to merge your stuff into my file for 2 reasons;

1. clarity - its easier for to see what I'm doing without anything added, and easier to not accidental mess with your work.

2. I want to be able to clearly show who helped me do this as much as I can, so be able to point to a file is a +

 

so if i can ill keep it separate i will. do you know if the groups/collision is universal/works between XML's?

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I dont really know, but I'll tell you that once I messed badly with a colition object adding "unsupported" parameters and the XP32 hair on my test character started to blow like if there were a tornado next to her xD

OK, if no-one supplies an answer by tomurrow morning than ill do a test.

 

Ill add both your XML and my one to the tail (edit the groups to work with each other) and see what happens, ill write a small guide/list of steps i took for future reference.

 

Im off to play might and magic X - legacy, cya tomorrow!

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OK. no answer so here I go:

 

TEST 1

step 1: Set up tail to accept 2 .XML files

open tail in nifscope - right click > block > insert > Nis... > NiStringSextradata

 

click on the new block and in the block details at the bottom;

Name - string - HDT Havok Path

- - - -

Num Strings - uint - 2

(click the arrow on the left of "data")

Data - SizedString - Data\SKSE\Plugins\HDTTail.xml

Data - SizedString - Data\SKSE\Plugins\floor.xml

 

Next you remove any other HDT data blocks (right click > block >remove)

 

and click on the tails node "0 NiNode"

Num Extra Data List - uint - 1 (than click the arrow next to "extra data list" again to drop down)

Extra Data List - refniextradata - 1

 

that should be it for the tail.

 

2. Edit the .xml files to collide.

open tail.xml in JFF and add collision

 

(this is where my experience runs thin, i wont put only put minor details here because I don't know what I am doing.)

make sure tail bones collide with collide with everything except other tail bones, and make sure they are in group > 9 - body, tail

 

open floor.xml in jff and add collision

make sure floor is set t collide with 9 - body, tail, and set it to group...

 

TEST 1, group "0 - Default" > collide with everything.

 

EDIT: tests will have to wait, im painting my bedroom today. i updated OP with progress/thanks.

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OK, did a quick test and it dosen't seem to be working. could be a few things;

1. tail collision not set up correctly (most possible)

2. Collision groups not set up properly

3. Collision dose not work between 2 .xml's

 

But I can say that you CAN put multiple xml's on a file using "NiStringSextradata" ( i know that the first one works) but I don't know if the second one works or if they interact.

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Ah yes, I forgot about that. Yes it dose load both .xml files, so there's only 2 possible problems, my collision settings OR collision between .xml files. thanks for clearing that up!

 

If anyone has any guides/tips to setting up collision I would be very grateful!

I wish to have the tail collide with the whole body AND the floor, is there a way to view the shapes I create in the .xml?

 

EDIT: had a look at the whole file

 

 

hdtPhysicsExtensions
[02/06/14 19:43:04]INFO: Queue OK
[02/06/14 19:43:04]INFO: System run with 8 threads
[02/06/14 19:43:04]INFO: Havok simulated world created.
[02/06/14 19:43:04]INFO: SKSEPlugin_Load
[02/06/14 19:43:11]INFO: Suspending ... Mist Menu
[02/06/14 19:43:42]INFO: Resuming... Fader Menu
[02/06/14 19:43:43]INFO: Suspending ... Loading Menu
[02/06/14 19:43:51]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/06/14 19:43:51]INFO: Physics system loaded : Data\SKSE\Plugins\floor.xml
[02/06/14 19:43:56]INFO: Resuming... Fader Menu
[02/06/14 19:43:56]INFO: Cell changed...
[02/06/14 19:43:56]INFO: Add character 00000014
[02/06/14 19:44:06]INFO: Suspending ... Console
[02/06/14 19:44:08]INFO: Resuming... Cursor Menu
[02/06/14 19:44:20]INFO: Suspending ... Console
[02/06/14 19:44:22]INFO: Resuming... Cursor Menu
[02/06/14 19:45:33]INFO: Suspending ... Console
[02/06/14 19:45:34]INFO: Resuming... Cursor Menu
[02/06/14 19:45:35]INFO: Suspending ... Journal Menu
[02/06/14 19:45:45]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/06/14 19:45:45]INFO: Physics system loaded : Data\SKSE\Plugins\floor.xml
[02/06/14 19:45:53]INFO: Resuming... Fader Menu
[02/06/14 19:45:53]INFO: Cell changed...
[02/06/14 19:45:53]INFO: Add character 000dbf74
[02/06/14 19:45:53]INFO: Add character 000dbfa9
[02/06/14 19:45:53]INFO: Add character 00000014
[02/06/14 19:46:17]INFO: Suspending ... ContainerMenu
[02/06/14 19:46:17]INFO: Resuming... Cursor Menu
[02/06/14 19:46:24]WARNING: Physics delta time > 0.2, lose time
[02/06/14 19:46:33]WARNING: Physics delta time > 0.2, lose time
[02/06/14 19:46:39]WARNING: Physics delta time > 0.2, lose time

 

Any idea what those warnings are?
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Ah yes, I forgot about that. Yes it dose load both .xml files, so there's only 2 possible problems, my collision settings OR collision between .xml files. thanks for clearing that up!

 

If anyone has any guides/tips to setting up collision I would be very grateful!

I wish to have the tail collide with the whole body AND the floor, is there a way to view the shapes I create in the .xml?

 

EDIT: had a look at the whole file

 

 

hdtPhysicsExtensions
[02/06/14 19:43:04]INFO: Queue OK
[02/06/14 19:43:04]INFO: System run with 8 threads
[02/06/14 19:43:04]INFO: Havok simulated world created.
[02/06/14 19:43:04]INFO: SKSEPlugin_Load
[02/06/14 19:43:11]INFO: Suspending ... Mist Menu
[02/06/14 19:43:42]INFO: Resuming... Fader Menu
[02/06/14 19:43:43]INFO: Suspending ... Loading Menu
[02/06/14 19:43:51]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/06/14 19:43:51]INFO: Physics system loaded : Data\SKSE\Plugins\floor.xml
[02/06/14 19:43:56]INFO: Resuming... Fader Menu
[02/06/14 19:43:56]INFO: Cell changed...
[02/06/14 19:43:56]INFO: Add character 00000014
[02/06/14 19:44:06]INFO: Suspending ... Console
[02/06/14 19:44:08]INFO: Resuming... Cursor Menu
[02/06/14 19:44:20]INFO: Suspending ... Console
[02/06/14 19:44:22]INFO: Resuming... Cursor Menu
[02/06/14 19:45:33]INFO: Suspending ... Console
[02/06/14 19:45:34]INFO: Resuming... Cursor Menu
[02/06/14 19:45:35]INFO: Suspending ... Journal Menu
[02/06/14 19:45:45]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/06/14 19:45:45]INFO: Physics system loaded : Data\SKSE\Plugins\floor.xml
[02/06/14 19:45:53]INFO: Resuming... Fader Menu
[02/06/14 19:45:53]INFO: Cell changed...
[02/06/14 19:45:53]INFO: Add character 000dbf74
[02/06/14 19:45:53]INFO: Add character 000dbfa9
[02/06/14 19:45:53]INFO: Add character 00000014
[02/06/14 19:46:17]INFO: Suspending ... ContainerMenu
[02/06/14 19:46:17]INFO: Resuming... Cursor Menu
[02/06/14 19:46:24]WARNING: Physics delta time > 0.2, lose time
[02/06/14 19:46:33]WARNING: Physics delta time > 0.2, lose time
[02/06/14 19:46:39]WARNING: Physics delta time > 0.2, lose time

 

Any idea what those warnings are?

 

 

Hmm, my only tips to you:

Z-Axis is up/down

y-Axis is in/out of screen

 

I wracked my brain over that for awhile.

 

As for setting up collision, you want to build RB(Rigid Bodies, AKA: hkcapsules) that mimic the tail as close as possible.

3-D inept way is to use View -> inspect from nifscope and keep in mind the bone's starting position is where the capsule is created (I think)

 

 

As for previewing your stuff, only way I know how to do that currently is using the HDT plugin for 3dsMax, Import your tail mesh and 'draw' your hkcapsules and what not. I haven't learned the details yet (still trying to follow canderes' videos)

 

Oh, btw if you ask Yoo/Canderes they actually generate their .xml files from 3dsMax, I dunno how (I desperately need to figure it out myself) but they do it.

 

It's a feature to be implemented in JFF though, but it'll probably take a few months (I would reference the post that HydrogensaysHDT made about this, but I can't seem to find it...)

 

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