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[Alpha]Empire Coat (Formerly some random shitty Test)


Yoo

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Select root and wrap it with a capsule go and add an edit poly modifier on top of it the capsule modifier. Delete the capsule geometry under edit poly and then create a box and align it to root and under the capsule object attach the box and change the shape type to box or convex.

Ghost types don't work. I tried making a rigid body with no geometry but content tools throws an exception and the debris bodies fall out of world. The easiest thing to do for a ghost object is to make a tiny box or sphere, box being more efficient so there won't be self collisions on load.

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Well, Im at work right now (sneaking behind my boss xD) you can also do it in this way:

 

Create a box, center the pivot, align the box to the bone called "NPC Root", select that bone, open the ragdoll toolbox. There you will see two buttons at the left side (capsule and box) below them, you will see a button saying "CUSTOM", press it, select your box, then press "Align Pivots". At the rigid body modifer set Friction to 0 (you dont want your tail sticking at the floor) then, at the quality setting set Fixed.

 

If you mean how to add that colition trough XML editing, I dont have any idea, but in a couple of hours I will be at home, there I could create that colition and export it to a XML file.

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Well, Im at work right now (sneaking behind my boss xD) you can also do it in this way:

 

Create a box, center the pivot, align the box to the bone called "NPC Root", select that bone, open the ragdoll toolbox. There you will see two buttons at the left side (capsule and box) below them, you will see a button saying "CUSTOM", press it, select your box, then press "Align Pivots". At the rigid body modifer set Friction to 0 (you dont want your tail sticking at the floor) then, at the quality setting set Fixed.

 

If you mean how to add that colition trough XML editing, I dont have any idea, but in a couple of hours I will be at home, there I could create that colition and export it to a XML file.

 

.XML via the use of JFF is my current limit, so I would be grateful if you could do this for me. thanks!

 

could you post it in my thread when you are done? I'm trying to make it a bit of a "database" for information.

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  • 2 weeks later...
Well, here is the part that some ppl love and some others just ignore:

 

"The mambo jambo"

 

Here are the 3 approaches I've used to attempt to simulate cloth.

 

1st Approach: "Pure Collisions".

 

The results are on the first video, its main goal was to reduce clipping on crouching animations. But relies too much on positioning. It works well for standing animations and all the stuff that doesn't moves the legs in extreme angles.

 

The idea is to create two chains in front of the legs and two at the side for blending, these side chains are attached to the LEG bones instead of the pelvis for a better movement. Meanwhile the front chains will have a HIGH friction value and a 0 restitution value. So when the leg touches the rigid bodies, they will stick to it.

But it relies too much on positioning. Consider this scenario: the character makes a quick turn and crouches. The leg will touch the front rigid bodies and they will stick to it, but since the character was turning, there is a huge chance that one of the front chains wont be properly aligned to the leg. But the chain at the sides will be perpendicular to the floor, creating a large space between both chains. Causing some clipping between the cloth and the leg.

 

2nd Approach: "Mixed weights".

 

This is the easiest approach and according to romeozero, it can be done in around 20mins using JFF. You use only 4 chain of bones. You can even use the skirt bones that come with the default skeleton. You basically here rely more on vertex weights, blending values between the chains and the leg bones. But you can also use collisions on the legs to avoid clipping at the sides and add an additional layer of control over the ragdolls. Its the easiest way to resolve clipping but of course, you will have to sacrifice movement on your cloth due the small amount of bones used at the Skin modifier.

The video above, uses this method, you can see the clipping happening only when the cloth moves a lot to the sides.

 

3rd Approach: "Overkill" - Multiconstraints, Collision, Shitload of bones.

 

I never exported this because I was LAZY, the 4 values limit and the absurd amount bones to fine tune seemed too much for such a simple coat. But maybe I'll do it anyway... And I'll def use it on my next work (if I ever finish this one xD). The idea is to create a complex chain of bones with ragdoll constraints, and adding additional control over each chain with a spring constraint to simulate cloth pulling. In this way, when the character moves its legs, the rigid bodies affected the rest of the chains will follow, avoiding large separations between the chains that could cause clipping.

 

Here is a short video done in the Havok Preview Tool to show the idea. Yes, I already did it, but it needs some extra work to be "ready to export" and I also used simple capsules for the leg collisions, I should create some hulls to have a more adequate shape of the legs.

 


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I am enjoying this, and it works with the most recent HDTPE plugin (2-23-14?)

I do have some texture tearing at the armpits in some mod added idle animations, and the Azar Ponytail occasionally glues to the ground and affects the skirt when using Amazing Jump. The tearing might be my character having a CBBE body?

For an Alpha and proof of concept this is a very good Mod.

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I do have some texture tearing at the armpits in some mod added idle animations

 

Those are my lazy rigging skills, I was more focused on the skirt bones than the rest of the body.

 

 

 

and the Azar Ponytail occasionally glues to the ground and affects the skirt when using Amazing Jump. The tearing might be my character having a CBBE body?

Sounds like "Amazing Jump" uses the "NPC Root" for the character jump instead of the "NPC COM"

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Oh! wow, thank you again Yoo.

 

set 0 should work perfectly, ill give it a test later today.

 

Thanks again!

 

EDIT: Had an issue heres the log;

 

hdtPhysicsExtensions

[02/24/14 20:24:48]INFO: Queue OK
[02/24/14 20:24:48]INFO: System run with 8 threads
[02/24/14 20:24:48]INFO: Havok simulated world created.
[02/24/14 20:24:48]INFO: SKSEPlugin_Load
[02/24/14 20:25:03]INFO: Suspending ... Mist Menu
[02/24/14 20:25:26]INFO: Resuming... Fader Menu
[02/24/14 20:25:26]INFO: Suspending ... Loading Menu
[02/24/14 20:25:35]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/24/14 20:25:35]INFO: Physics system loaded : Data\SKSE\Plugins\Floor.xml
[02/24/14 20:25:35]ERROR: Couldn't find hkpPhysicsSystem in hkx file "Data\SKSE\Plugins\Legs.xml"
[02/24/14 20:25:35]WARNING: Invalid havok serialize file : Data\SKSE\Plugins\Legs.xml
[02/24/14 20:25:39]INFO: Resuming... Fader Menu
[02/24/14 20:25:39]INFO: Cell changed...
[02/24/14 20:25:39]INFO: Add character 00000014
[02/24/14 20:25:46]INFO: Suspending ... Console
[02/24/14 20:25:47]INFO: Resuming... Cursor Menu
[02/24/14 20:26:44]INFO: Suspending ... TweenMenu
[02/24/14 20:26:51]INFO: Resuming... Cursor Menu
[02/24/14 20:26:51]INFO: Cell changed...
[02/24/14 20:26:51]INFO: Add character 00000014
[02/24/14 20:27:11]INFO: Suspending ... MessageBoxMenu
[02/24/14 20:27:13]INFO: Resuming... RaceSex Menu
[02/24/14 20:27:16]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/24/14 20:27:16]INFO: Physics system loaded : Data\SKSE\Plugins\Floor.xml
[02/24/14 20:27:16]ERROR: Couldn't find hkpPhysicsSystem in hkx file "Data\SKSE\Plugins\Legs.xml"
[02/24/14 20:27:16]WARNING: Invalid havok serialize file : Data\SKSE\Plugins\Legs.xml
[02/24/14 20:27:16]WARNING: Physics delta time > 0.2, lose time
[02/24/14 20:27:26]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/24/14 20:27:26]INFO: Physics system loaded : Data\SKSE\Plugins\Floor.xml
[02/24/14 20:27:26]ERROR: Couldn't find hkpPhysicsSystem in hkx file "Data\SKSE\Plugins\Legs.xml"
[02/24/14 20:27:26]WARNING: Invalid havok serialize file : Data\SKSE\Plugins\Legs.xml
[02/24/14 20:27:26]WARNING: Physics delta time > 0.2, lose time
[02/24/14 20:27:28]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/24/14 20:27:28]INFO: Physics system loaded : Data\SKSE\Plugins\Floor.xml
[02/24/14 20:27:28]ERROR: Couldn't find hkpPhysicsSystem in hkx file "Data\SKSE\Plugins\Legs.xml"
[02/24/14 20:27:28]WARNING: Invalid havok serialize file : Data\SKSE\Plugins\Legs.xml
[02/24/14 20:27:28]WARNING: Physics delta time > 0.2, lose time
[02/24/14 20:27:37]INFO: Suspending... RaceSex Menu
[02/24/14 20:27:37]INFO: Resuming... Fader Menu
[02/24/14 20:27:44]INFO: Suspending ... Cursor Menu

 
I THINK I know what the issue is, ill try it now if I do ill post how to fix it for future reference.
 
EDIT2: Nope, I have no idea what is wrong.
EDIT3: reinstalled skeleton, reinstalled HDTP and now I have infinity breasts/ass, fuck my life...
Also:

hdtPhysicsExtensions
[02/24/14 21:19:17]INFO: Queue OK
[02/24/14 21:19:17]INFO: SKSEPlugin_Load
[02/24/14 21:19:22]INFO: System run with 8 threads
[02/24/14 21:19:22]INFO: Havok simulated world created.
[02/24/14 21:19:42]INFO: Physics system loaded : Data\SKSE\Plugins\HDTTail.xml
[02/24/14 21:19:42]INFO: Physics system loaded : Data\SKSE\Plugins\Floor.xml
[02/24/14 21:19:42]INFO: Physics system loaded : Data\SKSE\Plugins\Legs.xml
[02/24/14 21:19:42]WARNING: Cannot bind bone : 25172580 NPC L Calf [LClf]1 - bone doesn't exist
[02/24/14 21:19:42]ERROR: Illegal hkx file : 25172580 NPC L Calf [LClf]1 - Fixed/Keyframed body without binding!
[02/24/14 21:19:44]INFO: Cell changed...
[02/24/14 21:19:44]INFO: Add character 00000014
[02/24/14 21:20:59]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml

I apologise, I swear everything was working last time I played...

EDIT4: looks like SKSE was the issue, installed stable version now works again (i have no idea what made it SUDDENLY stop working, but its all good now)

 

So the issue is the "missing bone" ( WARNING: Cannot bind bone : 25172580 NPC L Calf [LClf]1 - bone doesn't exist )

Any ideas?

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Sorry about the delay, I was out buying some Ciruelo artbooks :3

 

 

You get the bestest nexus comments ever!

 

 

"why did not do this mod for all clothes?"

 

 

Almost died from the lols

....  hope that kid wasn't serious

 

Maybe he WAS serious, you know the nexus guys... you give them an orange and they ask "why you didnt peeled it?"

 

 

That's strange, all of the bone's have 1 on the end but only this one is one shows in the log? maybe its just drops the file due to finding one error?

 

The devs were really inconsistent at their bone naming conventions...
 

 

 

Nope, I merged the max files to give you a clean skeleton with those rigid bodies, but before merging them, I added a "1" at the rigid bodies, I thought I corrected that, but seems like I missed a bone... wait a sec, Im gonna clean the file.

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