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Ya might not be able to tell from this shot but I've cleaned up the base shape a little... body is curve for curve match to cbbe 3.3 hdt that comes with Bodyslide now.

post-321913-0-95821400-1421603077_thumb.jpg

 

Next up is to add in the RM bones and extra's that Blabba introduced with Citrus 4.11 (or is it 4.2).

 

Then to rebuild all the sliders, cause smoothing the base is going to ruff up the outputs so it's a good thing I have all of the shapes as object files so I can just recreate the .bsd data :P

 

 

Now: I've actually spent a couple of hours this morning getting Citrus's base shape into a working CBBE shape (so I can use it's shape to do a mesh rigger bone transfer to the updated base shape).

 

Citrus_1 (Citrus base in the Jan 3rd build) keeps having 2 vert's go nuts when I run it thru KGtools to turn it into a cbbe shape (one on the left hip, one on the right hip)...

I think the reason for that is Blabba made Citrus_1 a Symmetrical body (Right side is a complete mirror to the left size).

By default all of the bodies previously for the females have been asymmetrical and I'm not sure if Clothing Converter/Build Lattice bat files from KGtools 89k can handle it correctly.

 

I've even gone as far as trying to build a UNP 0 and UNP 1 body out of the Citrus_1 and every time it's the same single vert on the left hip and single vert on the right hip that stick out like little wings...

post-321913-0-36035200-1421604059_thumb.jpg

 

Now there are 2 things to note with that image...

1. the hip wings (vert spikes on each side)

2. some of the new bones are listed in that nifscope image....

 

With the updates to Racemenu along with XMPSE adding those bones will allow adjusting the breast, butt, and some others via RM in game.

The other 6 new bones are muscle bones for the upper leg (front and back) and back of the calf.

Blabba has already built the xml file and includes it will Citrus... I just gotta talk him into letting me rename it and toss it in with Unified....

 

Once I get the base morphs redone (including reworking all of the CBBE morphs like BreastsSH and ButtShape). I'll work on Converting over the different bodies that are not currently included.

 

I'll test with the complete bone layout from the Citrus_1 (via mesh rigger) onto the new base shapes, yeah I redid Plus base as well :sleepy:.

Of course I'll remove the unneeded bones for the tbbp, bbp, and no bounce bodies.

If that works out then... goodbye to the old bone layout.

 

So yeah v1.10 will more then likely require XPMSE 2.30 at a minimum...

 

Oh and I'm tossing bone's NPC L Breast 1, and NPC R Breast 1 (Actually I already have in the new shapes).

Reason: Both Cell (Bodyslide/OS) and Blabba (Citrus) have tossed em out.

It's no big deal NPC L Breast, and NPC R Breast are the two that are used in BBP, and TBBP animations (as well as HDT xml's). the 1 version was just an extra and isn't needed (again why I'm tossing them).

 

So yeah it's probably gonna be a week or so before the new version is out and about in the DL area....

Now I'll probably put up some test builds here or there... but they'll probably be just thrown into the thread instead of in the DL section (Cause I'm a bastard like that :angel: )...

 

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I'm not sure if i understand the entire process, but it sounds like good news :)

 

  • R2 is already so exaggerated that animations and poses don't work

Alright just tested the R2 version with HDT, and i have to correct my statement. It's just damn hot:

 

post-134589-0-54503700-1421615562_thumb.pngpost-134589-0-36207300-1421615617_thumb.pngpost-134589-0-85508900-1421615833_thumb.png

 

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Unified Test Build for V1.10:

 

Currently the base shape and sliders are redone for Unified UNP (HDT, TBBP, BBP, and No Bounce).

HDT body now includes a NiStringExtradata that points to the "meshes\actors\character\character assets\body.xml" xml file that Blabba introduced with Citrus's 4 alpha (not sure if its still in the beta though).

The XML is in the package and should drop into the folder... should (no promises though).

 

UNP HDT now includes has 6 leg muscle bones (front n back thigh - right and left + left and right calf = 6).

All 4 base bodies for Unified UNP have the 4 Breast and Butt RM Scale bones (for use with Racemenu3).

The Belly bone was copied over from Citrus 4 to the HDT body (is not in the tbbp, bbp, or no bounce bodies though).

 

DO NOT use this for the UNP PLUS side, as the base shape has been updated but the .bsd files have NOT. So you will end up with deformations to the Bodies if you use this for the Unified Plus.

Also the Plus body has not been updated to the new bones (just the shape was smoothed out).

 

Some new sliders (still not done though):

UNP Pushup, UNP Skinny, UNPF, UNPFx, and maybe one or two others are now included.

Why: I already had those finished and was waiting on an update to Bodyslide to allow for more then 100 sliders (damn that is a lot of sliders when you think about it).

Unified UNP Test Build for v1.10 (don't use it's not done yet Plus).7z

 

Shit left to do:

Redo all of the slider data for Plus, reweight the body with Citrus's additional bones, point the nistring extradata to the xml file....

 

Oh and I still have to convert the other shapes via KGtools to a 6850 vertices version so I can turn them into object files for the UNP side (which is used to create the .bsd data files that in turn users get to see as a slider... yeah that should be fun).

 

And I need to look over the bodies and compare them to hands and feet and make sure they line up, so  the entire package works well together.... yeah so much fun that I forgot how much I hate fucking with this shit!!!

 

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Test it how ever you want... build a base body, run it thru multiple animations and double check to see if it bends where it is suppose to...

Check the belly to see if it expands where it needs to with the different pregnancy mods...

 

Note: The XML file that Blabba created does not have collision enabled... so I may look at some of the other hdt xml's in the JFF tool and see if I can cook up some collision stuff for it....

 

How to get the Leg Muscles to work in an outfit:

The way the leg muscles will be enabled on an armor is going to call on a combination of....

1. Adding the bones meshes in the nif file (both the low and high).

2. Adding in a nistringextradata to the nif file (torso armor's usually replace the base body and include the base body in the nif).

3. Don't use an all in one for the HDT xml that sets in the SKSE\Plugins folder.

Why #3, simple Groovtama (the creator/refiner of XMPSE) explained to me that having anything other then the breast, butt, and belly bones in the default hdt xml can cause all kinds of hate and discontent.

And I've seen it happen first hand on my system cause prior to XPMSE 2.13/14 I used Carloss32's all in one v2 hdt xml (which included the weapon sling hdt data). When XPMSE went from having the old weapon mount bone names to the weapon styles it cause all kinds of hate on my box (like dropping my frame rates down to 4/5 fps when going inside caves).

It took me a day or two to figure out what the hell I had done and then when I checked the skse hdt log I saw all the damn errors for the missing dagger bone this, and missing sword bone that....

Needless to say I only have Breast, Butt, Belly, and some hand collision data in the female hdt file and have the male stuff in in the male hdt file.

 

 

Weight Painting in Outfit Studio:

I have the least amount of clipping when coping bone weights in OS is to do each mesh inside of the nif.

So if you delete the base shape in a nif file and copy in the base shape from unified.

Then you will need to do a copy bone weights to each mesh (including the body you copied into the nif) as the bone copy does a better job that way.

It's funny but if you do a bone copy into the other meshes and not the duplicated shape, then 9 times out of 10 the duplicated shape will clip thru with hdt animations in game (yeah its funny like that).

 

How I usually do weight paint is.

1. I'll copy the base shape into the nif, and save it...

2. Delete every bone except for the hdt bones I want to copy into the nif file (which wipes all the regular skeleton bones from the reference shape).

3. Reload the outfit (since it has all the bones they will show up in the bone list but will not copy over).

4. Copy bone weights for each mesh in the nif (this copies just the bones the reference mesh has which should just be the hdt bones at this point).

5. Save again (to make a cbbe reference body for use if I decide to release it).

6. Then I do the conform to all sliders, and flip the low weight slider to 100 on the body I use (which is DF) then export current, export nif and save that as the 0 weight for the armor.

7. Then I'll flip the low weight slider back to zero and flip the high weight to 100 and export that one as the _1.nif for the armor.

Of course I check for clipping in OS before exporting.

 

So the end result will be 3 nif's. A nif that has a CBBE shape (ready for Unified), and the high and low shapes that I personally use.

Now to build a Bodyslide set all I would have to do is start a new project, list the project name, set the reference to which ever Unified UNP and set the Base shape as the CBBE shaped armor I created, and then I would do the save as figure out the shapedata folder name, nif file name, build to folder location, etc, and finally I would actually uncheck the copy body into the outfit as it's already in there ready to go....

 

But then again I'm a lazy bastard so I just build stuff for myself (or I'll throw stuff in the Demonfet thread for people that use that body to play with).

 

 

 

Now if I could just figure out how to apply HDT skirt weights to different items, for that lovely flowing motion.... yeah I've been tinkering with the tera armor unp sets over the last couple of weeks... there nice, but some of the dress's really need to have that flowing, flutter motion.... maybe some day.

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not sure if i follow everything 100%, also i'm at work and can't try out most things. but can you dump a zip of the stuff you mentioned (the 3 different nifs) so i get the gist of it?

also which xml of blabbla's are you referring to?

btw, did you see daie's new xml that apparently has some P-animations? although it's probably only using one bone, but it might be a base for anims/collisions (too noob to know if usable or not).

 

//edit: just had a quick peek at his nif and xml, there are a few bones animated. some have same name and location as und he plus. it *might* be as simple as renaming bones and link the xml, will try as soon as i get home.

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Daie's xml enables collision with the Pussy bones that are set up on Trepleens (or is is Trepeen can't remember) CBBE body (more specificly the bones that are set up in the 3d vagina that is the second mesh in the body nif).

Those bones are different from the bones that are in the Plus body (the Plus body has the Bones Alan created and Groovtama added to XMPSE 2.06 or what is 2.08 when they were added... damn I can't really remember when they were added to the skeleton).

Anyway... I could probably change the names in the xml via the Just for Fun (JFF) XML tool... but I don't know how they would work (location, mount points, constraint type, etc).

And I'll be honest, the amount of Jiggle that Daie puts in his/her xml file for the breast, belly, and butt physic's is way to much...

I tried one and it reminded me of a car with bad shocks... the bounce just keeps going and going and going...

 

Both Carloss32's and Blabba have done a better job with the bounce rebound, second bounce less, third bounce barely noticeable, 4th bounce super subtle... and back to reality....

Daie's just never stops bouncing it seams like...

 

On the mesh side...

Leather armor weight test.7z

 

In the above is the CT77 Studded Leather armor.

The 0 and 1 are for Demonfet HDT'd and shouldn't clip (I'll be testing that in game shortly).

The other 5 nif's are:

Armor without hdt weighting, and without a body - does have RM breast and butt scale bones.

Armor with hdt weighting, and without a body - also has RM breast and butt scale bones.

Armor with Body HDT weighting (should clip) - This one the body is a strait duplicate shape in Outfit Studio (the breast, belly, and butt bones have the shape that I uses on the base body, but when coping bone weights in OS the rest of the items don't get that perfect shape....

Armor with Body HDT weighting (should NOT clip) - This one the body had the hdt weights copied onto it after it was inserted into the armor (they will look different then the base shapes but that is what happens when you copy bone weights in Outfit Studio).

Armor with Body minus HDT belly, breast, and butt weights - That is the one that I used to make the version that will probably not clip thru.

 

Note: all 3 armors with the body have the NiStringExtraData that points to the body.xml file that sets in the same folder as the base femalebody_0/1.nif's.

And all 5 nifs have the RM scale bones inside (even the ones that do not have hdt bones, include the rm scale bones).

All 3 armors with the body include the 6 leg muscle bones (with the xml in place the muscle bones will give a subtle flex to them when you move about).

 

Have fun playing with stuff, I'm gonna get in an hour or two of breaking skulls in game :)

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Just did a very brief test with 1.10 in OS (didn't have time yet to build and test anything in-game):

  • After copying bone weights and conforming to sliders, the sliders work extremely well and often just need very small adjustments. Usually only in those areas where the conversions have problems in the original CBBE version as well.
  • Saw the reference shape for UNP Skinny in the files, but the sliders are still missing.
One important question: How does this work with outfits that rely on Zap Sliders?

Mostly talking about the CT77 Remodeled Armors, which all appear without panties in OS. And the Zap Sliders are gone after the "copy bone weights / conform to sliders" part.

I may actually read the BS2 tutorial again how to add Zap Sliders, but the missing panties are worrying me.

 

Sorry but i have practically no experience with OS, i always gave up after problems with the original outfits i wanted to convert to BS2.

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Just did a very brief test with 1.10 in OS (didn't have time yet to build and test anything in-game):

  • After copying bone weights and conforming to sliders, the sliders work extremely well and often just need very small adjustments. Usually only in those areas where the conversions have problems in the original CBBE version as well.
  • Saw the reference shape for UNP Skinny in the files, but the sliders are still missing.
One important question: How does this work with outfits that rely on Zap Sliders?

Mostly talking about the CT77 Remodeled Armors, which all appear without panties in OS. And the Zap Sliders are gone after the "copy bone weights / conform to sliders" part.

I may actually read the BS2 tutorial again how to add Zap Sliders, but the missing panties are worrying me.

 

Sorry but i have practically no experience with OS, i always gave up after problems with the original outfits i wanted to convert to BS2.

 

 

The panties of RMA should appear in OS, though. Zaps only remove shapes/vertices, not add them, so the meshes will always contain everything when viewed in OS/NifSkope.

 

When the zap is gone after conforming or similar, you can simply select the panty shape and choose "Slider -> New Zap Slider", save the project and you're done. I updated blabba's tutorials a few weeks ago on both LL and Nexus, so you could look at that for more info.

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Alright i won't have time to test anything before later tonight, but all the projects from CT77 are loading without the panties with Unified UNP installed. The "Zap Panty" slider is in the slider list, but there's also no panty mesh in the mesh list. Maybe this only gets added in BS2 based on the "craftable underwear" .xml?

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Alright i won't have time to test anything before later tonight, but all the projects from CT77 are loading without the panties with Unified UNP installed. The "Zap Panty" slider is in the slider list, but there's also no panty mesh in the mesh list. Maybe this only gets added in BS2 based on the "craftable underwear" .xml?

 

Took a look at CT77Barkeeper.nif just now. It did have a "Panty" shape, but maybe that was me being lucky. I haven't played around with the mod for some time.

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Uh yeah... I forgot to add something as simple as the updated xml file.... Oooops.

post-321913-0-50705800-1421700407_thumb.jpg

UnifiedUNP.xml

 

On the CT77 Zap Slider stuff...

AFTER YOU LOAD THE PROJECT.

Then reload the outfit from the folder CT77 Put the nif file in.

By Default the Project has certain zap sliders on (or the parts off), so when it loads the nif in OS it removes things (like the panties).

 

Oh and instead of gaming for a couple of hours I ended up taking a nap.... go figure.

 

Now to fire up IRC, and start running the other bodies thru KGtools to make more sliders :dodgy:

 

 

Edit: CNHF regular and Bonus High and low are done (only 8 more to convert)... then I get to make BSD files and then the fun part... mucking with the xml file and trying not to screw something up :-/

 

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Uh yeah... I forgot to add something as simple as the updated xml file.... Oooops.

 

On the CT77 Zap Slider stuff...

AFTER YOU LOAD THE PROJECT.

Then reload the outfit from the folder CT77 Put the nif file in.

By Default the Project as certain sliders off, so when it loads the nif in OS it removes things (like the panties).

Got everything working now, thanks. Guess i'll try to convert one outfit tonight and see how it turns out in-game.

UNP Skinny + UNPSH genetics, here we go! =)

 

 

Took a look at CT77Barkeeper.nif just now. It did have a "Panty" shape, but maybe that was me being lucky. I haven't played around with the mod for some time.

Alright above post explains it, it's because i only loaded the projects from the CT77replacerarmor.xml without reloading the outfit.nif. Just inspected the ebony armor, guess i understand now how easy the zap slider system is once you have separate meshes for everything.

 

Would i have to load the shapedata-.nif for this process every time i edit a project? Because this is exactly what i should have been doing with the CBBE HDT outfits, to make them fit with "Legs 200%" sliders and such. So i can adjust the outfits to the BS2 preset, not the other way round.

 

Well this is really fun, kind of an "entry drug" for OS - maybe i'll manage to make an actual CBBE conversion after this ;)

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Uh yeah... I forgot to add something as simple as the updated xml file.... Oooops.

 

On the CT77 Zap Slider stuff...

AFTER YOU LOAD THE PROJECT.

Then reload the outfit from the folder CT77 Put the nif file in.

By Default the Project as certain sliders off, so when it loads the nif in OS it removes things (like the panties).

Got everything working now, thanks. Guess i'll try to convert one outfit tonight and see how it turns out in-game.

UNP Skinny + UNPSH genetics, here we go! =)

 

 

Took a look at CT77Barkeeper.nif just now. It did have a "Panty" shape, but maybe that was me being lucky. I haven't played around with the mod for some time.

Alright above post explains it, it's because i only loaded the projects from the CT77replacerarmor.xml without reloading the outfit.nif. Just inspected the ebony armor, guess i understand now how easy the zap slider system is once you have separate meshes for everything.

 

Would i have to load the shapedata-.nif for this process every time i edit a project? Because this is exactly what i should have been doing with the CBBE HDT outfits, to make them fit with "Legs 200%" sliders and such. So i can adjust the outfits to the BS2 preset, not the other way round.

 

Well this is really fun, kind of an "entry drug" for OS - maybe i'll manage to make an actual CBBE conversion after this ;)

 

 

Only on Projects that have zap sliders setup...

Most don't (or most of the one's I've tinkered with don't)...

 

Irony CHSBHC UNP 0 and CHSBHC UNP 1 now exist :sleepy:

post-321913-0-97415900-1421712940_thumb.jpg

 

Now to figure out how to do manga into a cbbe shape and then make 2 sliders.... doh

 

 

Edit (7pm central us 1/19/2015): CNHF regular 0/1, CNHF Bonus 0/1, MCMB 0/1, UNPK Bonus 0/1, CHSBHC 0/1, Venus 0 done...

Venus body 1 going thru clothing converter now (scratch that it just finished)...

Still gotta do ZGGB-R2 then turn em into .bsd files :dodgy:

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so, last evening i tried out a few things, first i copied over the belly weight from 1.10 base to my edit of 1.09 Plus base. that worked and looks pretty decent. now because that went so  smoothly, i figured i'd just copy over ALL the weights, which to my surprise didn't work so well, because in the end the shape looked differently. maybe i took a non-HDT base, and most likely it's not supposed to work anyways.

 

second i tried mucking with daie's vag.xml, so far my results are none, because i forgot to link it to the nif (only took me 45mins to figure it out). although i suspect my edits would cause it not to function at all.

 

just thought i'd share my stupidity with y'all before i get back to work.

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Test 2... now with more sliders...

UNKP Bonus, CNHF reg, CNHF bonus, MCBM, Venus, ZGGB-R2, Manga, and CHSBHC (yeah the last 2 should raise an eyebrow or two).

 

Next up to rebuild the plus side:

Sliders (oh its only about 120 or so maybe more)....

Bones (gotta add the new ones from Citrus)

add in the nistringextra data tag, and then go from there...

 

Then rebuild the halo hands and halo feet...

 

I'm moving fast so if any that are testing can check (double/triple check) the neck, wrist, and ankle seams on the different weights I would be much much much appreciative :sleepy:

Unified UNP Test Build for v1.10 test 2.7z

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umm the 7B CH low and high were selected in BS, created all kinds of fugly stuff... nvm. it was a preset i selected inadvertedly -.-'

 

btw what hands and feet should we test against? the Halo's (are they already done for no-plus?)

 

UNPB still seems to suffer of the same seam issue.

 

//edit: it seems to be the same with demonfet. I tested those two with HDT against the bundled Halo hands and feet.

 

demonfet:

post-89553-0-36356400-1421763987_thumb.png

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I was afraid that would happen....

 

All the object files I used were from the 6850 folder in the resources zip (back from build 1.05 or 1.06).... Shit I'm gonna need to cross check the base shapes against the originals again (that always sucks ass and is the part that takes the most time).

Worst case I build new lattice files in clothing converter and turn the original shapes into the deformed wrist, ankle seam versions that I have now.... yeah that should work... gonna take the better part of a day to do that (if not 2)....

 

SHIT... and I just rebuilt the bodies in the 9477 folder with the same seam mistakes.... it's gonna be a fun day...

 

Well check out the bodies that are listed below Leito and see how they do (UNPF and UNPFx) are kinda odd balls, but it was asked for by the creator so it's in there...

 

 

Edit: yeah I can fix it...

Build a lattice file to take the original shape to the close to shape and make a new body for the original.

Then make an object file from the original, load the new shape as ref. Create new slider, load original shape object file... watch seams fix themselves...

Load unified version of body with messed up seams as outfit, conform to slider, flip to 100 cross fingers and hope seams uncork there head from there ass.... set base shape and export as new object file for unified.... fuck that is going to take a lot of work... like 120 new lattice files, 120 new bodies, 240 new objects... new .bsd files after all that is done.... yeah 2 days should cover it cause I aint doing that strait... hell just building the first 40 or so lattice files and bodies in KGtools took like 10 hours... building 120 or so lattice files and bodies it gonna so suck ass!!!

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is there no way scripting that stuff in python or so?

 

just to make absolutely sure: the hands and feet i tested with are those that came with the latest 1.10 test2 pack those are supposed to be tested with, right? What setting should i use to test those UNPFX bodies with? there's no slider for them in the feet and hands.

 

//edit: tried with unmodified, for UNPFX:

zoomed in as hard as i could, 1-2 pixels at the ankles are visible at most, none at hands, and slightest seam against citrus standalone

 

UNPB has no seams at neck

 

btw: as you can see, those are not ingame screens (since i'm still at work :D). i assemble the body in OS (all as outfit), then export everything as one nif and look at it in nifskope. i doubt this will give false positives, since all seams i found in game, were visible like that too (just a lot easier to find in nifskope w/o texture white bodies vs black background).

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Doh.... yeah I haven't gotten around to the hands and feet yet, or the plus side (well turning them into .bsd files and what not)....

 

Right now I'm going thru loading the original's as an outfit and flipping the slidering in unified unp hdt (not plus yet) and seeing which ones dont line up seam wise....

 

original -vs- slider data in unified... so far UNPB is the only one that is off (the wrist seams on the original unpb are slightly longer and actually go into the hand mesh (why I don't know, but I'm gonna twerk the slider version to match vert to vert the original seams).

 

Demonfet, Bombshell, 7B original, unp, cleavage all are fine...

 

Best bet for now use a 0 and 1 hand nif from the original unp v1.2 (as I haven't tinkered with the hands in the set yet).

Or use Halo's original 0 and 1 hands and feet to test the seams against....

 

Okay so this isn't going to take a day or two... probably just today on the bodies, then probably tomorrow on fine tuning the hands...

Now I'm not so down in the dumps...

 

Probably gonna have to fine tune unpf and unpfx...

Cause the tits on that thing are kind wonky on the uv map (like they did a slight swirly or some shit)....

 

 

 

Edit: Down close to the bottom of the list...

recap...

UNPK low, UNPK Bonus Low (neck seam)

UNPB (wrist seam)

UNPC low (.bsd was a copy of high... fixed on my end currently)

UN7B has a stray vert in the vagina on the UNP side (should be easy enough to fix).

Almost done on the double checks against the base bodies...

 

Note: What every seam issues the originals had (wrist, ankle, and neck) will probably carry over since I build it to a 1 to 1 on those seams along with trying to match every curve of the original shapes.... so yeah I gotta build a bunch of high poly hands and feet and then update that part of the package :(

 

But yeah most of the test 2 stuff is good... just a couple of little twerks and knee jerks...

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Daie's xml enables collision with the Pussy bones that are set up on Trepleens (or is is Trepeen can't remember) CBBE body (more specificly the bones that are set up in the 3d vagina that is the second mesh in the body nif).

Those bones are different from the bones that are in the Plus body (the Plus body has the Bones Alan created and Groovtama added to XMPSE 2.06 or what is 2.08 when they were added... damn I can't really remember when they were added to the skeleton).

Anyway... I could probably change the names in the xml via the Just for Fun (JFF) XML tool... but I don't know how they would work (location, mount points, constraint type, etc).

And I'll be honest, the amount of Jiggle that Daie puts in his/her xml file for the breast, belly, and butt physic's is way to much...

I tried one and it reminded me of a car with bad shocks... the bounce just keeps going and going and going...

 

Both Carloss32's and Blabba have done a better job with the bounce rebound, second bounce less, third bounce barely noticeable, 4th bounce super subtle... and back to reality....

Daie's just never stops bouncing it seams like...

 

With your HDT UNP TopModel body preset and small weight 0, Daiemonic XML is A-m-a-z-i-n-g! ^_^ 

 

in previous versions of Daie XML (Edit5) there was a version with "less bounce"

 

but I preferred the More Bounce version of Daie XML, with small breasts and slim hips/butt on UNP TopModel slider-preset, the Daie XML close to Perfection..! :)

 

here's an example of UNP Unified body (UNP petite) that works Wonders with Daie XML post-204983-0-06462100-1421777185_thumb.jpg

 

Daiemonic XML is the best for medium-slim bodies and have the Belly bulge during SOS penetration, have a full SOS HDT collision on butt, brest and belly + hands collison on breast and belly

 

According Daemonic, could work Daie XML with Alan's UN7B Vagina, if someone did some small changes on Daieminic-Treeplens XML

 

read here..  http://www.loverslab.com/topic/27122-working-vagina-hdt-collisions-hair-physics-now-with-belly-support/page-65?do=findComment&comment=1055689

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