blabba Posted May 11, 2014 Share Posted May 11, 2014 And another physics effect from the resident crazy orange. This time I bring to you: PROJECT L.E.M.O.N. L = LovelyE = ExoticM = MantlesO = OscillatingN = Naturally Basically it'll be an HDT xml for capes with full collisions and a template with optimal riggings eventually.But yes, cape physics are now achievable Here's a test video:https://www.youtube.com/watch?v=PdcADjAYuJA Excuse the jagged cape, I just copied over xp32's weighted cape, which unfortunately is not optimal for HDT effects. I'll retouch the rigging if I get time. Also, I haven't added collision for the body (that's why the cape goes through body) and I can probably do some tweaking here and there to make it a lot smoother and more accurate (but I need a properly rigged cape before I can do all that). Also managing collisions will be tricky. But I think I have an idea on how to do it. This project is a side-project to me for now and it's an idea I had for a long time. I just decided I'd work on it yesterday as I was taking a break from making morphs for Project CITRUS, turns out the rigging issues and some other stuff dragged it out for this whole weekend.... Anyway goal is to make a DIY kit, along with an easy to use guide eventually. If I get permissions from authors I'll release physicable cape mod itself. Plans: - Make a few more alternate Normal Maps with different types of textiles - Add in Decals for each Hold, StormCloaks/Imperial, And any other decals like Thieves Guild/Dark Brotherhood etc... - Create WIC style cloaks with fur. - Maybe change the default hdt to use different constraint setup to allow more 'fluid' like cape? - Make World Models. - Add in Dyeable Capes, courtesy of Expired's new Dye Framework: Credits:Phygnos - For UV'ing the mesh (I swear I'll learn how to do this someday...)Kaputzki - For coming up with name/acronymYoo - For being... yoo (AKA: My mentor in HDT modding in 3dsMax)Canderes - Pioneering HDT modding in 3dsMaxGroovtama - For making XPMSE skeleton Expired - For his Dye FrameworkLL Unofficial Chat - For being my hangout spot and letting me complain about my trials and tribulations.Download DEMO (Despite the name, Dyeing is still not implemented yet) Link to comment
nutluck Posted May 11, 2014 Share Posted May 11, 2014 Nice start. Though I have to ask... Will using this mod leave a sour taste in your mouth? Link to comment
Sunja44 Posted May 11, 2014 Share Posted May 11, 2014 This looks cool, especially if a female actor with HDT body wears ONLY a cape :-) ..and yes, I always thought the lemon is the mortal enemy for the orange. Link to comment
blabba Posted May 12, 2014 Author Share Posted May 12, 2014 It's all citrus to me Would be amazing if anyone would like to take a crack at skinning it though, I've got my plate full in terms of stuff for modding I have to do Link to comment
afa Posted May 12, 2014 Share Posted May 12, 2014 When is LIME and GRAPEFRUIT coming? Also I thought you were working on loincloth or does cape physics applies there as well? Link to comment
nutluck Posted May 12, 2014 Share Posted May 12, 2014 When is LIME and GRAPEFRUIT coming? Also I thought you were working on loincloth or does cape physics applies there as well? Long Immersive Male Equipement Ok couldn't come up with one for grapefruit. Link to comment
blabba Posted May 12, 2014 Author Share Posted May 12, 2014 When is LIME and GRAPEFRUIT coming? Also I thought you were working on loincloth or does cape physics applies there as well? Long Immersive Male Equipement Ok couldn't come up with one for grapefruit. Lol, someone should tell phygnos about this in case he wants to use it for his project xD When is LIME and GRAPEFRUIT coming? Also I thought you were working on loincloth or does cape physics applies there as well? Why would I continue work on loincloth? It pretty much does what it's stated to do. I added in collision and tweaked as much as I could for a generic xml. All that's left is for people to make use of it, and maybe me creating a high poly template mesh so that people can copy weights from it. Link to comment
blabba Posted September 21, 2014 Author Share Posted September 21, 2014 Updated to reflect my progress and plans as well as new video and new demo. Also looking for help from any CK pro's out there for implementation into game and basically make a Cape (maybe even cloaks if I can model proper cloaks well enough) Overhaul even better than WIC/Cloaks of Skyrim Link to comment
boo Posted September 21, 2014 Share Posted September 21, 2014 If you can get a good cape effect going, I'd love to offer my services. Link to comment
blabba Posted September 23, 2014 Author Share Posted September 23, 2014 Updated video. I completely overhauled the weighting, and changed all the physics movement. It's now a lot more organic and flowy though not what I'd call 'perfect'. However, I really am out of patience with havok, and so this version (Along with pseudo-floor and player collision) will be the one shipped in the final product. Anyone with JFF can easily edit and tweak it for more refined control. Or if people with sufficient knowledge want to, they can pm me for my 3dsmax file for them to tweak the physics their as well. Link to comment
blabba Posted September 23, 2014 Author Share Posted September 23, 2014 New Video showcasing full skyrim cape physics with generalized collision shapes for the body. This is the last iteration of physics tweaking I will be doing, it's up to users to further tweak stuff to more closely fit their bodies or to attain their own type of movement. Link to comment
makzombie Posted October 2, 2014 Share Posted October 2, 2014 As cheeky as this sounds.. Would it be possible if I could have a look at your 3ds max file? I would be very interested in finding out how you made the 2 bone chains connected. I myself have made my own version of a physics cape but using mass FX, and have yet to find away to replicate my design using the havok system. It would be greatly appreciated if I could, if only for my own learning. Edit: Also, here is a video of the Mass FX cape system I created which I baked as bone animation using the XP32 Maximum Skeleton. The problem with this method being that I have little understanding of how to change or fix the animation blending. Link to comment
blabba Posted October 2, 2014 Author Share Posted October 2, 2014 As cheeky as this sounds.. Would it be possible if I could have a look at your 3ds max file? I would be very interested in finding out how you made the 2 bone chains connected. I myself have made my own version of a physics cape but using mass FX, and have yet to find away to replicate my design using the havok system. It would be greatly appreciated if I could, if only for my own learning. Sure thing, PM me for it here on LL or chat. (I can't seem to PM you for some reason :/ ) Link to comment
makzombie Posted October 2, 2014 Share Posted October 2, 2014 I added you as a friend, not sure where the PM bit is on this site, I guess we have to be friends first. Edit: I think my pm was disabled because I haven't been on the site in a while, should be working now. Link to comment
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