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blabba

[Unofficial] Hdt Physics Extension Tutorials - Under Construction

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Blabba i have been playing around with this some more and I have gotten a lot of it down, least well enough. I am curious on one thing which I have not been able to figure out. What effects the amount of the first bounce. I am assuming gravity and mass? but anything else?

 

Define "amount of first bounce".

 

90% of the time when I hear people messing with the gravity factor (It's not actual Gravity! It's a multiple by which the havok world gravity is used in the calculations!). Or time factor, or mass. Their just messing around not understanding how physics in games are implemented.

 

All these variables are interdependant upon each other for ALL physics calculations. They affect all types of movements + Positional information from between frames via animation file.

 

Changing those values will in essence only do 2 types of changes. They will increase force/speed/magnitude of the effect. Or they will decrease

 

With the noteable exception of:

Restitution (This is what controls elasticity of the object)

Penetration Depth (Not shown by JFF, but maximum error percentage allowed for colliding RB's)

Damping (Only applicable if the object has some level of elasticity)

 

Now with programmed physics, you need to define your co-ordinate spaces and "constrain" the amount of movement by providing max's/min's.

This is done in JFF via the constraints tab.

 

I'd say that most of the time when people want to edit bounce, what they really want is to better define max/min amount of movement of breasts in X/Y/Z and their Max/Min Rotation on all 3 axis as well.

 

The rest of the time when people will want to edit bounce, like achieve more rotation in their bounce, or get the breasts to rotate while moving along a certain axis will require an animation edit to actually get that type of movement flawlessly.

 

There's like a 1% chance anybody has a legitimate reason to dick around with Gravity, Inertia Tensors, etc.. that they see on the main edit page of JFF for RB's.

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I have just been playing with stuff just to see what it does. I mean that is how I learn. :)

 

As for define amount of first bounce. From my understanding linear and angular effect how much/long you get bounce after the first bounce. That part I have down pretty well. But amount of first bounce. I mean for example how much the breasts move in the first place. Say your character jumps and the breasts move x amount and then slowly stop moving. The slowly stop moving which is controlled mostly by linear and angular.

 

What I am working on is what all factors into determining just how much the breasts move in the first place.

 

Hopefully that makes sense, not sure how to better explain it.

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Awsome program :)

Hello I have been using this fantastic mod, I have question about linear limits. I have been playing with em but i dont exactly get all the axis what controlls what, i have been having weird limitations. Can you explain which linear limits do what ??

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The XYZ directions pertain to the bone pivot direction in local view.

 

This is something that may differ depending on what skeleton you use. You'd have to look it up yourself.

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I am using the Xp32SME skeleton by Groovtama, I went and looked at the page and didn't see a mentioned of the xyz patterns unless I am being blind.

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wshpU.jpg

 

 

 

The above are the same for the axis of rotation (Note: Look up axis of rotation on wiki if your confused.)

 

Edit: These directions are for XPMSE 2.2+ skeletons.

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Ok so I think I got that part I believe.

 

X - is left to right movement i think. (bit hard to tell by the image)

Y - Is front to back movement(or I have X and Y confused not positive by image)

Z - would influence up and down movement then.

 

Least I think I am right, btw thanks for explaining this.

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yeah got it

-X is left when looking through the eyes of the character +X is right

-Y is back +Y is front

-Z is down +Z up

thx for help, very helpfull program

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I present to you perfection My HDTphysics - http://www.filedropper.com/hdtphysicsextensionsdefaultbbp At my PC its PERFECT :

1. stomach slight jiggle - almost none

2. butt moves like it should like a firm jelly 

3. breast move and jiggle and are affected by gravity

 

my gift to you for giving me this fine tool my fine gentleman :)

 

I might add that my body mesh has breasts pointing forward so when affected by gravity they go little down, and in armor i have mesh with breasts slightly upwards lets say 30% and less wide so they look like firm placed in a cup.

 

Also using XPMSE 2.41 with skeleton_female.hkx - those who dont know what it is and use XPMSE they already have it :)

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I present to you perfection My HDTphysics - http://www.filedropper.com/hdtphysicsextensionsdefaultbbp At my PC its PERFECT :

1. stomach slight jiggle - almost none

2. butt moves like it should like a firm jelly 

3. breast move and jiggle and are affected by gravity

 

my gift to you for giving me this fine tool my fine gentleman :)

 

I might add that my body mesh has breasts pointing forward so when affected by gravity they go little down, and in armor i have mesh with breasts slightly upwards lets say 30% and less wide so they look like firm placed in a cup.

 

Also using XPMSE 2.41 with skeleton_female.hkx - those who dont know what it is and use XPMSE they already have it :)

your Hdt dont work for me :c

works all hdt from all guys but not urs

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Ok so I think I got that part I believe.

 

X - is left to right movement i think. (bit hard to tell by the image)

Y - Is front to back movement(or I have X and Y confused not positive by image)

Z - would influence up and down movement then.

 

Least I think I am right, btw thanks for explaining this.

X,Y,Z are direction depending on the parent space

X,Y,Z are not directions in world space

X,Y,Z in a node are local space

Local space + parent space = world space

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Ok so I think I got that part I believe.

 

X - is left to right movement i think. (bit hard to tell by the image)

Y - Is front to back movement(or I have X and Y confused not positive by image)

Z - would influence up and down movement then.

 

Least I think I am right, btw thanks for explaining this.

X,Y,Z are direction depending on the parent space

X,Y,Z are not directions in world space

X,Y,Z in a node are local space

Local space + parent space = world space

 

Yes the directions are based on the female body. So X is left right on the female body chest for example yes?

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Ok so I think I got that part I believe.

 

X - is left to right movement i think. (bit hard to tell by the image)

Y - Is front to back movement(or I have X and Y confused not positive by image)

Z - would influence up and down movement then.

 

Least I think I am right, btw thanks for explaining this.

X,Y,Z are direction depending on the parent space

X,Y,Z are not directions in world space

X,Y,Z in a node are local space

Local space + parent space = world space

 

Yes the directions are based on the female body. So X is left right on the female body chest for example yes?

 

Look up how the breast bone is rotated in parent space

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worldcompany
It is hard to tell my why. I have lots of mods instaled maybe ENB  http://www.nexusmods.com/skyrim/mods/30936/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30936%26preview%3D&pUp=1or just other skeleton or rest of physics

 

here is a list :

GameMode=Skyrim

Skyrim.esm=1
Update.esm=1
Unofficial Skyrim Patch.esp=1
Dawnguard.esm=1
Unofficial Dawnguard Patch.esp=1
HearthFires.esm=1
Unofficial Hearthfire Patch.esp=1
Dragonborn.esm=1
Unofficial Dragonborn Patch.esp=1
Schlongs of Skyrim - Core.esm=1
ApachiiHairFemales.esm=1
CreatureFramework.esm=1
actorEvents.esm=1
ApachiiHair.esm=1
Havok Breast Physic.esm=0
hdtHighHeel.esm=1
paradise_halls.esm=1
SexLab.esm=1
Devious Devices - Assets.esm=1
SexLabAroused.esm=1
SexLab Attraction.esm=1
SkyTEST-RealisticAnimals&Predators.esm=1
SexLab Beastess.esm=1
XFLMain.esm=1
ZaZAnimationPack.esm=1
daymoyl.esm=1
Devious Devices - Integration.esm=1
Devious Devices - Expansion.esm=1
DSHg - UpdateDB.esp=1
Aela.esp=1
Deviously Enslaved.esp=1
XFLDialogue.esp=1
LoversVictim.esp=1
ImmersiveFP.esp=1
Beastess Forsworn.esp=1
AZS03SexLabHdtHighHeels.esp=1
0VampireCatEyes.esp=1
HelmetToggle2.02b.esp=1
SOS - VectorPlexus Regular Addon.esp=1
ProperWeaponScale.esp=1
AzarHairPonyTail 03 - Havok.esp=1
Beards.esp=1
Brows.esp=1
Havok Breast Physic.esp=0
RaceMenuPluginXPMSE.esp=1
AMatterOfTime.esp=1
SummonDremoraLords.esp=1
MoreNastyCritters.esp=1
Remodeled Armor - Vanilla Replacer - Dawnguard.esp=1
SlaveTats.esp=1
SC07SexLabRandomAttack.esp=1
CharacterMakingExtender.esp=1
dD Enchanted Chests.esp=1
SOS - B3lisario UNP Addon.esp=1
AHZmoreHUD.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
DeadlyMonsters.esp=1
SexLab Aroused Creatures.esp=1
DeviousDevice - More Devious Quest.esp=1
Brawl Bugs CE.esp=1
SexLabStopCombat.esp=1
DfSV.esp=1
DSHg - Circlets.esp=1
Apropos.esp=1
DSHg - Hats.esp=1
DSHg - UpdateDG.esp=1
estruschaurus2.esp=1
FNISSexyMove.esp=1
DSHg - DragonPriest Masks.esp=1
SOS - B3lisario Horsecock Addon.esp=1
Frea.esp=1
Helgen Reborn.esp=1
MoreBanditCamps.esp=1
ConjureFemaleDremora.esp=1
LoversVictim_DogsnHorses.esp=1
MF_SpectatorCrowds.esp=1
DSHg - Helmets.esp=1
Lieyes_v1.0.esp=1
Immersive Arousal.esp=1
SOS - VectorPlexus Muscular Addon.esp=1
Maria.esp=1
SummonFollowers.esp=1
Map Markers.esp=1
Crimson Tide - Blood.esp=1
Improved Combat Sounds v2.2.esp=1
MeridaHair.esp=1
EstrusChaurus.esp=1
RaceMenu.esp=1
MorePP.esp=1
Playable Draugr.esp=1
RaceMenuFreckleOverlays.esp=1
RaceMenuPlugin.esp=0
Rayya.esp=1
Remodeled Armor - Vanilla Replacer - Dragonborn.esp=1
Remodeled Armor - Vanilla Replacer.esp=1
DSHg - Hoods.esp=1
P1FlyingRing.esp=1
Schlongs of Skyrim.esp=1
SexLab Approach.esp=1
SexLab Cumshot.esp=1
SexLabNudeCreatures.esp=1
SexLabNudeCreaturesDB.esp=1
SexLabNudeCreaturesDG.esp=1
HentaiCreatures.esp=1
animal_mansion.esp=1
Run For Your Lives.esp=1
SexLab Submit.esp=1
SexLabMatchMaker.esp=1
SexLabSquirt.esp=1
SexLab_Dialogues.esp=1
Sextreme-All.esp=1
SkyUI.esp=1
bugi_quicksave.esp=1
AchieveThat.esp=1
LessIntrusiveHUD.esp=1
SOSRaceMenu.esp=1
sr_FillHerUp.esp=1
UnreadBooksGlow.esp=1
zzEstrus.esp=1
xazPrisonOverhaul.esp=1
AliciaPainSlut.esp=1
Devious Deviants.esp=1
Killable Children - Quest Important Protected.esp=1
Killable Children.esp=1
paradise_halls_farengars_study.esp=1
SexLab Beastess.esp=0
Duel - Combat Realism.esp=1
DeadlyCombat.esp=1
SexLabWerewolves.esp=1
Mighty Beasts - Werewolf.esp=1
BeastessLair.esp=1
Bijin Warmaidens.esp=1
Annekke.esp=1
Adelaisa.esp=1
BW Illia.esp=1
Jordis.esp=1
BW Jenassa.esp=1
Uthgerd.esp=1
Mjoll.esp=1
BW Iona.esp=1
BW Lydia.esp=1
BW Njada Stonearm.esp=1
BW Ria.esp=1
DeadlyDragons.esp=1
Facelight.esp=1
EnhancedCharacterEdit.esp=1
TS_HairNHeels_compilation.esp=1
RayeksEnd.esp=1
BesEss.esp=1
MoreBanditCamps - SexSlaves.esp=1
DeviouslyHelpless.esp=1
paradise_halls_fellglow_slave_camp.esp=1
afeSLChaurusExpansion.esp=1
MF_RadiantProstitution.esp=1
SexLabDangerousNights.esp=1
DragonCombatOverhaulDragonborn.esp=1
FNISspells.esp=1
SexLab Enchantress.esp=0
SexLabDefeat.esp=1
Beastess Vampire.esp=1
ImmersiveGenderChange.esp=1
BanditSlut.esp=1
Mighty Beasts - Vampire Lord.esp=1
Soulmaster 10.esp=1
TheEyesOfBeauty.esp=1
XFLPlugins.esp=1
Captured Dreams.esp=1
SSv2.esp=1
SexLabSolutions_PrisonOverhaul_Patch.esp=1
MilkModNEW.esp=1
MilkModNEW HF.esp=1
MilkModNEW ZaZ.esp=1
SexLab_DibellaCult.esp=1
SexLab_DibellaCult_Sisters.esp=1
NonSexLabAnimationPack.esp=1
SexLab_Hormones.esp=1
SDpatch - frostfall.esp=1
SDpatch - dragonborn.esp=1
SDpatch - dawnguard.esp=1
sanguinesDebauchery.esp=1
GotMilk.esp=1

 

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Are there any recommendations or any methods on hoW to change where collision happens? My characters breasts move before her hands touch her chest, how do I get it to look a little more precise (like shes actually moving her body)? I use SevenBase Oppai mixed with SevenBase B-Cup btw

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well i'd just like to post this little tidbit somewhere, doubt it'll be seen by many.  I was struggling with getting any bounce to work for days and when i finally got it the collision was non existent.

 

at last I found out that NMM, or even WinRAR for that matter, was not extracting "hdtPhysicsExtensions.dll" from the HDTPE mod archive.  I had to manually extract it to my desktop and then move it to the correct folder (data/skse/plugins).

 

but that one stupid thing fixed everything!  now HDTPE AND HDT TBBP work, among other HDT mods!

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Okay....I've read the instructions and managed to work some things out but I'm rather lost still.

 

What I want to know is A.Where would I find the HDT physics file for the player character? As all the different body parts were named NPC " insert body part name here"

 

And B.What value would alter the size of the chest? Like make the capsule that tells the game where it physically exists bigger?

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I hate to necro this thread, but I'm having a rather odd problem.  I created an hdt snake tail for my teams Tsaesci/Gorgon races.  The tails are in place of the character's legs.  The original tails I made for them, are terrible for animations, but the physics worked perfectly.  The new tails work great for animations, but their physics have been nothing but a pain to work with.  Right now they are mostly working right except for one terrible issue, they are dragging down into the ground.  I don't mean they are stretching, I mean it's as if the tails weight is so heavy that gravity is pulling it down through the ground.  I've edited nearly every aspect of the xml and still the tails will not collide with the ground at all.  Any suggestions on what I've missed or screwed up.  Thank you.

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