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hdt collison problem need help


fallwish

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Posted

I try to add a rag doll box to block the capsule don't hide insdie the female body, but when I run in game it is desn't work, just the tie shaking and hide into the body.

i am looking for solution can be make the "Tie" can collision with the body. can someone tell me how to do that ? I have spend a lot time to try but still have no idea.

48602.gif

 

For thanks all kindly 3d modder helping me, I Decide to share my retexture seraphim armor with Hdt Tie and high heel support. Welcome to try. :D

 

xxb511a1

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Detiro Outfit_HDT.7z

Posted

Set collision filter to be the same as the tie.

 

Also make sure the rigid body for the tie is parented to bone appropriately.

 

Edit: For something as thin as a tie, you might need to change the allowed penetration depth via xml editing.

Posted

Set the rigid body used for collision as keyframe and remove any constraint from it. If you are using collision filters, be sure that both rigid bodies (the ones for the tie and the chest) are at the same layer.

The rigid body at the chest must be a proxy of the spine bone (spine2 for that case) and be sure to align the pivots.

 

Also on the "create rigid bodies" filter at HCT check the option called "best shape align"  to have a more "accurate" shape for your capsules (or something like that, its at the bottom of the filter). But you should use boxes instead of capsules for this situation since you will have more control on the shape / thickness.

 

I forgot to mention it. On the create skeletons filter, be sure to add the spine bone that will hold the rigid body used for collision.

Posted

I just take more few hour to try, but it still desnt work, if I set the rigid bady to keyframe, tie doesnt got any physic effect, I mean it can not move by itself and just like vanilla, even I jump/walk... I change HDT version, I try different export setting, still not work, is it only keyframe can be collision with each other, if one rigid body is keyframe, and other one is debris? when they close will get collision? or they must both set in keyframe?  

 

even there is collidable, if they dont move, collision is never happen... 

Posted

I just take more few hour to try, but it still desnt work, if I set the rigid bady to keyframe, tie doesnt got any physic effect, I mean it can not move by itself and just like vanilla, even I jump/walk... I change HDT version, I try different export setting, still not work, is it only keyframe can be collision with each other, if one rigid body is keyframe, and other one is debris? when they close will get collision? or they must both set in keyframe?  

 

Two rigid bodies will collide correctly as long as they are rigid bodies. In this case you  want debris + keyframe.

 

Make sure they are parented correctly to the bones for best case collision.

Also make sure they are under the same collision filter.

 

For something as thin/tiny as your tie mesh, it may be better to increase capsule radius or decrease the penetration allowed depth on both sets of rigid bodies.

 

Posted

The chest collisions, is parented to the rest of the chain? If you are doing that, they wont collide.

Posted

One more question, when I study the collsions, I have check the breast collision xml, and i found some thing I dont understand.

 

As you can see left side is breast collision xml, right side is my xml, I just wonder how set a listahape?48651.png

I cant find a list shape type in my 3ds

48652.png

Posted

Nah, JFF list shape = Complex RB (the button below the RB button in Havok Toolbox)

 

JFF doesn't support convex hulls yet and will fail to open xml files that use Convex Hulls :(

Posted

Nah, JFF list shape = Complex RB (the button below the RB button in Havok Toolbox)

 

JFF doesn't support convex hulls yet and will fail to open xml files that use Convex Hulls :(

 

ic, I got something wrong when I set the collision layer (filter) without zero , collision is not working... I dont know why.

Posted

Great, you got it working ^^

 

Btw, modding rule of thumb is: Give Credit Where Credit Is Due

 

http://www.nexusmods.com/skyrim/mods/52633/?

 

anyway, GL and I'm still glad that there is more people working on non adult stuff...

 

 

fuck this, i'm going back to ESO...

 

sorry I am not always looking at loverlab, anyway thanks your Technical Support.

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