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HDT Overkill? [hdt.xml connection troubleshooting]


azmodan22

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Posted

Ok, I have mannaged to get a UNP body with TBBP and and a belly node (and the right-Ihope-weights) and I want to connect it with my xml file so i can have the belly/sos colision.

I go on ahead an connect the femalehead with the xml (so that all supporting armor will also have hdt) and everything looks peachy.

This way however, NPCs do Not have HDT, the .xml has to be connected to the body for HDT to work on NPCs.

No problem, I go on ahead and connect both the femalebodys (o and1) to the same xml.

Now NPCs have HDT..

 

BUT,

Now, the players belly is veeeery loose. Some times its just jiggling while I am standing and sometime its just goes nuts..Somehow, the jiggle also seems to be affected by the cameras angle !!!! If I look an my pc from a certain angle (differs every time) say, the side, the jiggling stops. If then look at her from the front, the belly starts jiggling again..

 

So my question is:

Is it an 'overkil' to connect both the bodies and the head to the xml?

Do I have to choose only one of them or is there something else wrong?

Posted

It is unneccessary to do a double inject, and certainly not recommended, but...

 

I have no idea if the Havok API 'folds' the two into 1 same package (thus causing no performance impact since they affect the same thing the same exact way)

 

But from Hydro's source in the plugin itself, it treats it as two seperate injections and therefore in theory would cause some performance impact (depending on whether or not havok itself can account for the similarity)

Posted

Hmmm,

That can also work in conjuction with another thing. 

I have an armor that was a belly node. So logically it also has HDT now that I have linked the head with the xml. But while wearing that armor the belly reactes normally.

Could it be the the Weight paint of my body (as I have seen it in calientes's bodyslide) is too 'large' and reacts with the tits? 

 

What you say though does sound logical, that the game thinks that I have "HDTx2"....but then again why dont the tits go crazy, or the butt nodes?..just the belly.

 

Byt the way.. this is my .xml 

 

hdt.xml

 

guess who (you) made it :-)

Posted

hehehe,

 

I don't think the problem has anything to do with the double setup.

 

But more that it has to do with the fact that the author (me) forgot to set his collision groups correctly and allowed the npc pre-belly to be collideable when in fact it shouldn't be.

 

Try this.

 

edit: forgot to mention that I've ever hardly gotten good tweaked physics values for the belly. I'd suggest looking up Daiemonics or others values or try tweaking the values yourself for better/more stable movement.

hdt.xml

Posted

DL various hdt xmls. I've noticed just the hdt.xml has little fanfare if posts throughout LL more commonly refer to hdtPhysicsExtentionsDefaultBBP. I've DL'd a lot of the aforementioned xml to compare what values I needed to tweak. As an example I've changed the time factor values on the NPC Belly in JFF to 0.343750 and mass to 2.600029, angular damping to .002350. Gravity remains at 1 while friction, restitution and linear damping are 0.

 

But this is MY preference and is set up to make the UNP mesh suit my tastes.

 

Then there's constraints values to play with! LOL GL! I doubt even a physicist can figure out all of that gibberish.

 

I have, however, noticed once SL animations have completed there is a lot of minute spazzing out of hdt, but only briefly. It may be some sort of animation lag. IDK. Maybe that's what you're seeing?

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