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REQ: belly node physics to simulate breathing


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REQ: xml or tutorial (very detailed and idiot proof) to use the belly node physics to simulate breathing


Now that we have achieved very good, natural movements for breasts and butt, I am wondering if any of the HDT PE xml experts are willing to try something new.


Instead of jiggly belly motions for heavy weight bodies or pregnancy mods, is it possible to create motions that simulate breathing using HDT PT?  Quick and violent motions like jumping increase the frequency and range of belly motion but idle has slow and shallow movements.  Something that befits contracting and expanding muscle instead of fat. 


EDIT: If this is not possible with HDT PE, please provide an explanation so I can at least learn something out of this.  Thanks

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Now that we have achieved very good, natural movements for breasts and butt, 

 Link ? maybe i overlooked  something ..



The pace of development for breast and butt bounce have slowed down considerably with many authors providing xml files available for different tastes.  Browse the forum and you can surely find something close to your liking.  Hence my inquiry regarding the belly node.

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what you want would fall into the realm of animation.. I mean you know, you're the one who breathes. its not something that happens even if you don't want it to, like gravity.



You would need a breathing animation and a way of speeding/slowing it down at certain points (e.g after sprinting).

The animation would be the easiest part, i don't think changing its speed on the fly is even remotely possible..



But yeah, what you are proposing is outside the scope of HDT PE.

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I got what you are saying but after looking at so many torpedo breasts I am thinking why can't we use physics to get the belly node to move in and out instead of up and down? 


EDIT: Please explain in simple terms how these movements are controlled differently between animation (skeleton) and physics (mesh weight).



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Animation < does what the animator wants, when they want, how they want it.


Physics < does what ever it thinks is best based on the scope of the simulation, and restrictions placed up on it.



Torpedo tits were a mistake, 2 rigid bodies pushing against each other (most likely), and not something intended or that can be controlled.



Physics in games is used to simulate cloth, hair and collisions (think destroying a building).

The kind of things impossible by animation alone, if at all.

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Yes, you could.


If you had a rigid body with a spring constraint along the Z axis and another along the Y (pretty sure that's forward/backward for skyrim)

And have the Y push back (causing them to collide) while the Z tries to stay centred, that would cause the Y to move back and forth. (you would need to play with other settings to get it to work properly but the basics are there)


But this would be pointless as spring constraints are not supported, so this is beyond the scope of HDT PE.



Of cause an animation would do a better job at it, and would be far easier to do... Well for an animator anyway.

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