blabba Posted January 17, 2015 Author Posted January 17, 2015 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.
nutluck Posted January 17, 2015 Posted January 17, 2015 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.
macion1 Posted January 18, 2015 Posted January 18, 2015 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 ??
blabba Posted January 18, 2015 Author Posted January 18, 2015 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.
nutluck Posted January 18, 2015 Posted January 18, 2015 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.
blabba Posted January 18, 2015 Author Posted January 18, 2015 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.
nutluck Posted January 18, 2015 Posted January 18, 2015 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.
macion1 Posted January 19, 2015 Posted January 19, 2015 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
macion1 Posted January 19, 2015 Posted January 19, 2015 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
worldcompany Posted January 23, 2015 Posted January 23, 2015 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
Groovtama Posted January 23, 2015 Posted January 23, 2015 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
nutluck Posted January 23, 2015 Posted January 23, 2015 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?
Groovtama Posted January 23, 2015 Posted January 23, 2015 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
macion1 Posted January 24, 2015 Posted January 24, 2015 worldcompanyIt 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=SkyrimSkyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1Schlongs of Skyrim - Core.esm=1ApachiiHairFemales.esm=1CreatureFramework.esm=1actorEvents.esm=1ApachiiHair.esm=1Havok Breast Physic.esm=0hdtHighHeel.esm=1paradise_halls.esm=1SexLab.esm=1Devious Devices - Assets.esm=1SexLabAroused.esm=1SexLab Attraction.esm=1SkyTEST-RealisticAnimals&Predators.esm=1SexLab Beastess.esm=1XFLMain.esm=1ZaZAnimationPack.esm=1daymoyl.esm=1Devious Devices - Integration.esm=1Devious Devices - Expansion.esm=1DSHg - UpdateDB.esp=1Aela.esp=1Deviously Enslaved.esp=1XFLDialogue.esp=1LoversVictim.esp=1ImmersiveFP.esp=1Beastess Forsworn.esp=1AZS03SexLabHdtHighHeels.esp=10VampireCatEyes.esp=1HelmetToggle2.02b.esp=1SOS - VectorPlexus Regular Addon.esp=1ProperWeaponScale.esp=1AzarHairPonyTail 03 - Havok.esp=1Beards.esp=1Brows.esp=1Havok Breast Physic.esp=0RaceMenuPluginXPMSE.esp=1AMatterOfTime.esp=1SummonDremoraLords.esp=1MoreNastyCritters.esp=1Remodeled Armor - Vanilla Replacer - Dawnguard.esp=1SlaveTats.esp=1SC07SexLabRandomAttack.esp=1CharacterMakingExtender.esp=1dD Enchanted Chests.esp=1SOS - B3lisario UNP Addon.esp=1AHZmoreHUD.esp=1dD - Realistic Ragdoll Force - Realistic.esp=1DeadlyMonsters.esp=1SexLab Aroused Creatures.esp=1DeviousDevice - More Devious Quest.esp=1Brawl Bugs CE.esp=1SexLabStopCombat.esp=1DfSV.esp=1DSHg - Circlets.esp=1Apropos.esp=1DSHg - Hats.esp=1DSHg - UpdateDG.esp=1estruschaurus2.esp=1FNISSexyMove.esp=1DSHg - DragonPriest Masks.esp=1SOS - B3lisario Horsecock Addon.esp=1Frea.esp=1Helgen Reborn.esp=1MoreBanditCamps.esp=1ConjureFemaleDremora.esp=1LoversVictim_DogsnHorses.esp=1MF_SpectatorCrowds.esp=1DSHg - Helmets.esp=1Lieyes_v1.0.esp=1Immersive Arousal.esp=1SOS - VectorPlexus Muscular Addon.esp=1Maria.esp=1SummonFollowers.esp=1Map Markers.esp=1Crimson Tide - Blood.esp=1Improved Combat Sounds v2.2.esp=1MeridaHair.esp=1EstrusChaurus.esp=1RaceMenu.esp=1MorePP.esp=1Playable Draugr.esp=1RaceMenuFreckleOverlays.esp=1RaceMenuPlugin.esp=0Rayya.esp=1Remodeled Armor - Vanilla Replacer - Dragonborn.esp=1Remodeled Armor - Vanilla Replacer.esp=1DSHg - Hoods.esp=1P1FlyingRing.esp=1Schlongs of Skyrim.esp=1SexLab Approach.esp=1SexLab Cumshot.esp=1SexLabNudeCreatures.esp=1SexLabNudeCreaturesDB.esp=1SexLabNudeCreaturesDG.esp=1HentaiCreatures.esp=1animal_mansion.esp=1Run For Your Lives.esp=1SexLab Submit.esp=1SexLabMatchMaker.esp=1SexLabSquirt.esp=1SexLab_Dialogues.esp=1Sextreme-All.esp=1SkyUI.esp=1bugi_quicksave.esp=1AchieveThat.esp=1LessIntrusiveHUD.esp=1SOSRaceMenu.esp=1sr_FillHerUp.esp=1UnreadBooksGlow.esp=1zzEstrus.esp=1xazPrisonOverhaul.esp=1AliciaPainSlut.esp=1Devious Deviants.esp=1Killable Children - Quest Important Protected.esp=1Killable Children.esp=1paradise_halls_farengars_study.esp=1SexLab Beastess.esp=0Duel - Combat Realism.esp=1DeadlyCombat.esp=1SexLabWerewolves.esp=1Mighty Beasts - Werewolf.esp=1BeastessLair.esp=1Bijin Warmaidens.esp=1Annekke.esp=1Adelaisa.esp=1BW Illia.esp=1Jordis.esp=1BW Jenassa.esp=1Uthgerd.esp=1Mjoll.esp=1BW Iona.esp=1BW Lydia.esp=1BW Njada Stonearm.esp=1BW Ria.esp=1DeadlyDragons.esp=1Facelight.esp=1EnhancedCharacterEdit.esp=1TS_HairNHeels_compilation.esp=1RayeksEnd.esp=1BesEss.esp=1MoreBanditCamps - SexSlaves.esp=1DeviouslyHelpless.esp=1paradise_halls_fellglow_slave_camp.esp=1afeSLChaurusExpansion.esp=1MF_RadiantProstitution.esp=1SexLabDangerousNights.esp=1DragonCombatOverhaulDragonborn.esp=1FNISspells.esp=1SexLab Enchantress.esp=0SexLabDefeat.esp=1Beastess Vampire.esp=1ImmersiveGenderChange.esp=1BanditSlut.esp=1Mighty Beasts - Vampire Lord.esp=1Soulmaster 10.esp=1TheEyesOfBeauty.esp=1XFLPlugins.esp=1Captured Dreams.esp=1SSv2.esp=1SexLabSolutions_PrisonOverhaul_Patch.esp=1MilkModNEW.esp=1MilkModNEW HF.esp=1MilkModNEW ZaZ.esp=1SexLab_DibellaCult.esp=1SexLab_DibellaCult_Sisters.esp=1NonSexLabAnimationPack.esp=1SexLab_Hormones.esp=1SDpatch - frostfall.esp=1SDpatch - dragonborn.esp=1SDpatch - dawnguard.esp=1sanguinesDebauchery.esp=1GotMilk.esp=1
bigglebojiggle Posted June 24, 2016 Posted June 24, 2016 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
momobeach Posted August 9, 2016 Posted August 9, 2016 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!
LunarCataphract Posted October 3, 2016 Posted October 3, 2016 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?
wishnot4 Posted August 18, 2017 Posted August 18, 2017 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.
shaidien Posted November 11, 2018 Posted November 11, 2018 Can some one explain to me step by step how to set up movement on custom bone . Like what determines what moves and how much and in what direction please. Trying to set up bhole but can't get set up right yet so any help you can give thanks.
shaidien Posted November 17, 2018 Posted November 17, 2018 femalebuttholetestingpt2.7z femalebuttholetesting.7z Can some one look at my files and help me out on the hdt buthole .
shaidien Posted November 18, 2018 Posted November 18, 2018 So I take it this thread is dead ? If not point me to some were I can get help with new hdt stuff love the just for fun learning loads just nothing on making stuff from scratch .
shaidien Posted November 18, 2018 Posted November 18, 2018 On 10/3/2016 at 11:25 AM, LunarCataphract said: 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? Still working things out but think its this one. O it's npc just because it's what node is called in the sceli . All so was wondering why you asked how to size the tits. If it's because wile the sex seen happen it don't touch the boobs or because it moves em before or after the mesh surface. I believe this box is the size shape of senser but am still figuring out this portion so if any one out there can lay out the basics of what decides what moves and when it moves and how much that be very cool . If not still nice tool .
shaidien Posted November 18, 2018 Posted November 18, 2018 On 4/27/2014 at 5:58 PM, Dubhorizon said: Thank you kind sir, erm orange for the awesome HDT body and for these awesome guides! Especially the jff helped me alot! To show my gratitude, I made the following video for you and everyone who wants to be motivatd to read the guide and tweak their characters. http://www.naughtymachinima.com/video/9452/succuborn-with-hdt-body-hair-piercings-and-collision That link suck gave me pop ups every were crazy place to put your vidio.
shaidien Posted November 18, 2018 Posted November 18, 2018 On 6/17/2014 at 5:32 PM, blabba said: They can be any which way yes, If I remember correctly though, the stuff for breasts was standard math coordinate system. So, Z is up/down, X is right/left, and Y is in/out. Though this could be different per file or skeleton. To be 100% sure just look up the bone pivot axis on the skeletonfemale.nif and it'll follow those directions. How to do this
shaidien Posted November 30, 2018 Posted November 30, 2018 I get bug were in the constraints angler limits tab the motors keep not saving so no motor . I hope some one can tell me what I am doing rong because when I first started it did not have problems .
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