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Prepacked HDT-SM - HDT Skinned Mesh Physics with Modding Guide


Uhuru N'Uru

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Posted

to elessar from my experience fps being murdered is due to collisions on areas constantly effected such as stomach by hands as the hands effectively are constantly colliding with the belly and as to your body texture issue look and see if you have faster loading set to true in your hdt mem patch if it is change it to false and your textures should work fine if the issue is blue or otherwise weirdly shiny textures
 
oh and also to explain again from my experience how smp works it basically applies physics by way of the first nitrishape in a nif and i will include my UUNP.xml handscollide.xml and my defaultbbp.xml for you to use as reference to see how to set up basic physics and collision i have used it alot altho due to the nature of the physics it has a habit of stretching and yes sometimes crashes from too much going on

 

also if you use UUNP basicly your good to go with basic physics with my xml's but if you have nifscope and are willing to take the time you can set up additional collisions just one big rule only one xml for each nitrishape otherwise i find it also lags the heck out xD

 

well goodluck buddy hope i helped ^_^

 

defaultBBPs.xml

HandsCollide.xml

UUNP.xml

  • 4 weeks later...
Posted

SMP isn't that hard to set up but it just involves a lot tinker, that's all. Here's what I think should be the steps to ensure SMP is working.
 
1) Ensure that your computer is capable of using OpenCL. This means having a SSE3 CPU from AMD or a SSE4a CPU from Intel plus a compatible OpenCL video card from AMD or nVidia.
 
2) Download the relevant SDK from AMD or Intel for OpenCL APP.

 

AMD users goes here: http://developer.amd.com/tools-and-sdks/opencl-zone/opencl-tools-sdks/amd-accelerated-parallel-processing-app-sdk/

Intel users goes here: http://software.intel.com/en-us/vcsource/tools/opencl-sdk

AMD video card users must use the latest Catalyst drivers here: http://support.amd.com/en-us/download

nVidia video card users must use the latest GeForce drivers: http://www.geforce.com/drivers

 

3) After you have installed all the relevant drivers and SDKs, you are now ready to start installing SMP. I'd recommend getting rid of ENBoost and utilise this 2 mods instead:

 

http://www.nexusmods.com/skyrim/mods/72725/?

http://www.nexusmods.com/skyrim/mods/75795/?

 

What both will do is that one will allow you to load SKSE before the game itself loads, the other natively extends the memory control onto the OS instead of hacking it when running like SSME or SKSE memory patch does. This is much more stable than using ENBoost and SKSE. However, each to their own.

 

4) Install any HDT enabled body and as well as the XPSE skeleton from Groovatama.

 

5) Extract the latest SMP package which daedraSP provided here: http://www.loverslab.com/topic/45034-prepacked-hdt-sm-hdt-skinned-mesh-physics-with-modding-guide/?p=1446042

 

6) Go to your SKSE plugin directory at /skyrim/Data/SKSE/Plugins. From there, you need to copy over the dll and ini files that you got from daedraSP into the plugin folder. So basically, you should have the following files in the plugins.

 

A folder called hdtSkinnedMeshConfigs

hdtSkinnedMeshPhysics.dll

hdtSkyrimMemoryPatch.dll

hdtSkyrimMemoryPatch.ini

 

7) Go into the hdtSkinnedMeshConfigs folder and edit the configs.xml folder. Here you need to enable OpenCL. Change the <enable>false</enable> to true.

 

So it looks like this:

 

 

<opencl>
        <!--warning : not finish yet-->
        <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
        <enable>true</enable>
        <platformID>0</platformID>
        <numQueue>16</numQueue>
</opencl>

 

Save the xml!

 

8) Try running Skyrim. After it loads, go back to your SKSE plugins folder to check if SMP is running. To see if it is, you should have a file called hdtSkinnedMeshPhysics.log. Open it with a Wordpad. If it wasn't successful, it'll tell you this:

 

 

hdtSkinnedMeshPhysics
[08/07/16 16:22:01]INFO: Queue OK
[08/07/16 16:22:01]INFO: OpenCL enabled : 0
[08/07/16 16:22:01]INFO: SKSEPlugin_Load

 

If OpenCL was enabled, then it'll show this instead. Now, the one provided below is an example of mine running:

 

hdtSkinnedMeshPhysics
[08/07/16 16:22:01]INFO: Queue OK
[08/07/16 16:22:01]INFO: OpenCL enabled : 1
[08/07/16 16:22:01]INFO: SKSEPlugin_Load
[08/07/16 16:22:23]INFO: OpenCL initialized!
[08/07/16 16:22:23]INFO: platform : AMD Accelerated Parallel Processing
[08/07/16 16:22:23]INFO: version : OpenCL 2.0 AMD-APP (2117.9)
[08/07/16 16:22:23]INFO: device : Hawaii
[08/07/16 16:22:23]INFO: run with 16 command queues

 

From there, you can adjust a few things in the xmls here and there. But the thing that annoys me is just the hdtskyrimmemorypatch.log which loaded an obscene amount...

Posted

The main problem of SMP is that it needs OpenCL 2.0. Why is that a problem? Well, only AMD graphic cards support this, NVidia cards, even the new 10xx series only support OpenCL until v1.2, because they have their own language they want to spread.

 

So, either you use cards that are well known to be not the most powerful to support your CPU or you can't support the CPU at all. In both cases the CPU still has to do the main calculation work for the physics, besides all other calculations, mainly Papyrus and NPC AI when running Skyrim.

Result: You do need the CPU OpenCL drivers and you will put heavy load on it, the more complex or demanding your SMP setup is, the more your CPU has to calculate and the easier it is to freeze/crash your game.

Posted

 

http://www.nexusmods.com/skyrim/mods/72725/?

http://www.nexusmods.com/skyrim/mods/75795/?

 

What both will do is that one will allow you to load SKSE before the game itself loads, the other natively extends the memory control onto the OS instead of hacking it when running like SSME or SKSE memory patch does. This is much more stable than using ENBoost and SKSE. However, each to their own.

 

It is not more stable than ENB and SKSE. It is the opposite of that, per meh's own words.

 

"It works great for me" is not remotely a global qualifier for anything, particularly with skyrim.

Posted

The main problem of SMP is that it needs OpenCL 2.0. Why is that a problem? Well, only AMD graphic cards support this, NVidia cards, even the new 10xx series only support OpenCL until v1.2, because they have their own language they want to spread.

 

So, either you use cards that are well known to be not the most powerful to support your CPU or you can't support the CPU at all. In both cases the CPU still has to do the main calculation work for the physics, besides all other calculations, mainly Papyrus and NPC AI when running Skyrim.

Result: You do need the CPU OpenCL drivers and you will put heavy load on it, the more complex or demanding your SMP setup is, the more your CPU has to calculate and the easier it is to freeze/crash your game.

 

Was reading the thread, doing a bit o' lurking, and found this 'ere nugget. Thought I'd address this.

 

Unless you're talking about the absolute best of high-end performance (i.e, 980 ti, 1080), then AMD has no answer. But from there on down, AMD's got cards that are equivalent in performance. The Fury X is better than the 980 but worse than the 980 ti. The 390x is better than the 970 but worse than the 980. The 380x is better than the 960, but worse than the 970. Etc. etc.

 

The problem isn't that the GPUs are weak; that's not even true. The problem is that the only GPUs with OpenCL 2.0 support, is the AMD 7790, AMD's 200 series, AMD's 300 series and AMD's 400 series. Which is fine and all, but ain't everybody got the funds to fork out fer a shiny new graphics card.

 

I wonder if it would be possible to have a more basic version of HDT, but for OpenCL 1.2 instead. Got to think of us lads on more antiquated hardware. That being said, supposedly we can run OpenCL 2.0 on our CPU (subsequently, running HDT on our CPU), but changing that wee setting in the .xml file just made the game crash, as it did before changing it.

Posted

The more basic version of HDT is well known, its name is HDT PE :P

 

Ok, weaker maybe was the wrong word, so AMD isn't weaker but less efficient than NVidia. Every single card you've mentioned needs more energy than its equivalent by NVidia to give the same output, and there are proofs for this out there.

 

BTW, the main settings in SMP .xmls that lead to crashes are collision objects and their related settings. Try to avoid collision of two triangle shapes, so set up your SMP in a way that there only will be vertex/vertex or vertex/triangle collision. Second thing is the setting "prenetration" (yes, this spelling) for triangle shapes, keep it as low as possible. I don't know how much of an impact it has, but it tells the system "how deep" into the mesh the collision should be calculated. Third thing to avoid is constant collision. If you let thighs jiggle, then build in a collision exception for hands, so that there won't be a constant collision of thighs and hands when walking.

Posted

Normal quotes | My adjustments | Mistakes/Wrong statements

 

SMP isn't that hard to set up but it just involves a lot tinker, that's all. Here's what I think should be the steps to ensure SMP is working.

 

1) Ensure that your computer is capable of using OpenCL 2.0. This means having a SSE3 CPU from AMD or a SSE4a CPU from Intel plus a compatible OpenCL video card from AMD or nVidia.

NVidia never supported OpenCL 2.0

 

2) Download the relevant SDK from AMD or Intel for OpenCL APP.

You just need to download the Runtime Drivers.

AMD: AMD Support

Intel: Intel CPU-only Runtime-only

 

AMD users goes here: http://developer.amd.com/tools-and-sdks/opencl-zone/opencl-tools-sdks/amd-accelerated-parallel-processing-app-sdk/

Intel users goes here: http://software.intel.com/en-us/vcsource/tools/opencl-sdk

AMD video card users must use the latest Catalyst drivers here: http://support.amd.com/en-us/download

nVidia video card users must use the latest GeForce drivers: http://www.geforce.com/drivers

 

3) After you have installed all the relevant drivers and SDKs, you are now ready to start installing SMP. I'd recommend getting rid of ENBoost and utilise this 2 mods instead:

 

http://www.nexusmods.com/skyrim/mods/72725/?

http://www.nexusmods.com/skyrim/mods/75795/?

 

What both will do is that one will allow you to load SKSE before the game itself loads, the other natively extends the memory control onto the OS instead of hacking it when running like SSME or SKSE memory patch does. This is much more stable than using ENBoost and SKSE. However, each to their own.

It's definitely not more stable, ENB and HDT SMP just don't work well together. However, the SKSE Mem Patch still is the most stable out your solutions!

And what one definitely should do, if he doesn't want to miss his ENB: Set

[MEMORY]
ExpandSystemMemoryX64 = false ;main problem for HDT SMP

[LIMITER]
EnableFPSLimit = false ;Instead, do this in your GPU driver. Do not allow values higher than 60, either by VSync or PS limitation
 

 

 

4) Install any HDT enabled body and as well as the XPSE skeleton from Groovatama.

I'd recommend to just use BodySlide and build one of the HDT or special bodies. So CBBE HDT, Unified UNP Special, sth like that.

 

5) Extract the latest SMP package which daedraSP provided here: http://www.loverslab.com/topic/45034-prepacked-hdt-sm-hdt-skinned-mesh-physics-with-modding-guide/?p=1446042

I'm not sure if it already got updated, the latest SMP version was published 2016-07-08. You can find it here:

HDT SkinnedMeshPhysics: http://pan.baidu.com/s/1jG5jqaa

HDT SkyrimMemPatch: http://pan.baidu.com/s/1dDy6yhr

Search for the .dll and .ini files, together with the MeshPhysics configs.xml and click on the arrow down that's shown when hovering the files. Put the files into the \data\skse\plugins folder like shown below.

 

6) Go to your SKSE plugin directory at /skyrim/Data/SKSE/Plugins. From there, you need to copy over the dll and ini files that you got from daedraSP into the plugin folder. So basically, you should have the following files in the plugins.

 

A folder called hdtSkinnedMeshConfigs

hdtSkinnedMeshPhysics.dll

hdtSkyrimMemoryPatch.dll

hdtSkyrimMemoryPatch.ini

 

7) Go into the hdtSkinnedMeshConfigs folder and edit the configs.xml folder file. Here you need to enable OpenCL. Change the <enable>false</enable> to true.

 

So it looks like this:

 

 

<opencl>
        <!--warning : not finish yet-->
        <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
        <enable>true</enable>
        <platformID>0</platformID>
        <numQueue>16</numQueue>
</opencl>
 

Save the xml!

 

8) Try running Skyrim. After it loads, go back to your SKSE plugins folder to check if SMP is running. To see if it is, you should have a file called hdtSkinnedMeshPhysics.log. Open it with a Wordpad. If it wasn't successful, it'll tell you this:

 

 

hdtSkinnedMeshPhysics
[08/07/16 16:22:01]INFO: Queue OK
[08/07/16 16:22:01]INFO: OpenCL enabled : 0
[08/07/16 16:22:01]INFO: SKSEPlugin_Load
 

If OpenCL was enabled, then it'll show this instead. Now, the one provided below is an example of mine running:

 

hdtSkinnedMeshPhysics
[08/07/16 16:22:01]INFO: Queue OK
[08/07/16 16:22:01]INFO: OpenCL enabled : 1
[08/07/16 16:22:01]INFO: SKSEPlugin_Load
[08/07/16 16:22:23]INFO: OpenCL initialized!
[08/07/16 16:22:23]INFO: platform : AMD Accelerated Parallel Processing
[08/07/16 16:22:23]INFO: version : OpenCL 2.0 AMD-APP (2117.9)
[08/07/16 16:22:23]INFO: device : Hawaii
[08/07/16 16:22:23]INFO: run with 16 command queues
9) If you have weird texture issues, like bright pink or deep black body textures, try to alter this setting in the hdtSkyrimMemPatch.ini:

[Optimize]
FasterLoading = false
From there, you can adjust a few things in the xmls here and there. But the thing that annoys me is just the hdtskyrimmemorypatch.log which loaded an obscene amount...

 

Posted

The more basic version of HDT is well known, its name is HDT PE :P

 

Ok, weaker maybe was the wrong word, so AMD isn't weaker but less efficient than NVidia. Every single card you've mentioned needs more energy than its equivalent by NVidia to give the same output, and there are proofs for this out there.

 

BTW, the main settings in SMP .xmls that lead to crashes are collision objects and their related settings. Try to avoid collision of two triangle shapes, so set up your SMP in a way that there only will be vertex/vertex or vertex/triangle collision. Second thing is the setting "prenetration" (yes, this spelling) for triangle shapes, keep it as low as possible. I don't know how much of an impact it has, but it tells the system "how deep" into the mesh the collision should be calculated. Third thing to avoid is constant collision. If you let thighs jiggle, then build in a collision exception for hands, so that there won't be a constant collision of thighs and hands when walking.

 

To the contrary, AMD's GPUs from the 5000, 6000, 7000 and 200 series are more efficient than their NVidia counterparts. Check out that 780 ti vs r9 290x. Whew. Check this wee reference doohickey: https://forum-en.msi.com/faq/article/printer/power-requirements-for-graphics-cards

 

NVidia's only recent achievement has been their 900 series. With the 1000 series, so far they've been trading blows with AMD. We'll have ta wait for Vega 'afore the final verdict, though. The 470 is looking pretty damn good; less power usage than my 7850 and >3x faster.

 

 

Back when I gave SMP a shot, I downloaded the preconfigured files frae the OP. Chucked 'em in, crash. Disabled GPU-accelerated OpenCL, another crash. Kept flipping out about nodes, alluding to a problem with me skeleton. Tried various XPMSE versions (the original XPMS, XPMSE, XPMSE2, the super extended version 'ere, etc), same gig. 'Twas bloody odd.

 

PE worked fine, but my poor Phenom II was just swamped by having to work with havok. SMP is supposed to perform better, since it's using OpenCL for true parallelization, as well as using a not-awful physics implementation (thanks Bethesda!).

 

I'll give yer wee guide a shot in a bit. See how that goes.

 

Posted

Right, followed the guide, but a wee caveat tae take know of, is that the linked OpenCL driver for AMD, is built fer Windows 8.1 To get the Windows 7 version, ya need to nab it 'ere. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/

 

Game loads, and it says OpenCL is initialized; no longer any dickery about nodes. Alas, the game crashes as soon as it finishes loading; it's trying to use OpenCL 2.0 with my Pitcairn 7850, rather than my Phenom II. How would I go about forcin' HDT SMP to use me CPU instead?

 

Wee log:

hdtSkinnedMeshPhysics

[08/11/16 16:01:19]INFO: Queue OK

[08/11/16 16:01:19]INFO: OpenCL enabled : 1

[08/11/16 16:01:19]INFO: SKSEPlugin_Load

[08/11/16 16:02:01]INFO: OpenCL initialized!

[08/11/16 16:02:01]INFO: platform : AMD Accelerated Parallel Processing

[08/11/16 16:02:01]INFO: version : OpenCL 2.0 AMD-APP (2117.9)

[08/11/16 16:02:01]INFO: device : Pitcairn

[08/11/16 16:02:01]INFO: run with 16 command queues



And since I can't attach the .dmp file, I uploaded it tae Zippyshare. http://www38.zippyshare.com/v/veWGuDs4/file.html

 

 

Edit: Setting OpenCL to false causes the game to crash in the same way. The new log:

 

 

hdtSkinnedMeshPhysics
[08/11/16 16:11:13]INFO: Queue OK
[08/11/16 16:11:13]INFO: OpenCL enabled : 0
[08/11/16 16:11:13]INFO: SKSEPlugin_Load
 

 

And the new .dmp: http://www45.zippyshare.com/v/ME26rCGv/file.html

Posted

Right, followed the guide, but a wee caveat tae take know of, is that the linked OpenCL driver for AMD, is built fer Windows 8.1 To get the Windows 7 version, ya need to nab it 'ere. http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/

 

Game loads, and it says OpenCL is initialized; no longer any dickery about nodes. Alas, the game crashes as soon as it finishes loading; it's trying to use OpenCL 2.0 with my Pitcairn 7850, rather than my Phenom II. How would I go about forcin' HDT SMP to use me CPU instead?

 

Wee log:

hdtSkinnedMeshPhysics

[08/11/16 16:01:19]INFO: Queue OK

[08/11/16 16:01:19]INFO: OpenCL enabled : 1

[08/11/16 16:01:19]INFO: SKSEPlugin_Load

[08/11/16 16:02:01]INFO: OpenCL initialized!

[08/11/16 16:02:01]INFO: platform : AMD Accelerated Parallel Processing

[08/11/16 16:02:01]INFO: version : OpenCL 2.0 AMD-APP (2117.9)

[08/11/16 16:02:01]INFO: device : Pitcairn

[08/11/16 16:02:01]INFO: run with 16 command queues



And since I can't attach the .dmp file, I uploaded it tae Zippyshare. http://www38.zippyshare.com/v/veWGuDs4/file.html

 

 

Edit: Setting OpenCL to false causes the game to crash in the same way. The new log:

hdtSkinnedMeshPhysics
[08/11/16 16:11:13]INFO: Queue OK
[08/11/16 16:11:13]INFO: OpenCL enabled : 0
[08/11/16 16:11:13]INFO: SKSEPlugin_Load
 

And the new .dmp: http://www45.zippyshare.com/v/ME26rCGv/file.html

 

You can't. SMP utilises the GPU part of OpenCL. If you want SMP on the CPU, then you're better off using HDT-PE instead.

 

@MisterX, thanks for your response. There are some things that I need to point out with your edits.

 

The ones I linked are the ones that supercede the ones for AMD. Basically, this is the one that you should install instead of the OpenCL2.0 driver. Compared to the 2.0 driver, this one contains the files for full support to OpenCL2.0 unlike the one linked as that is only applicable to Windows 8 or 8.1.

 

The mod I linked is an SKSE mod that should be used in conjection with the SKSE loader. You are free to choose between SKSE memory patch which changes the blocks when it loads the game or the other which defaults all memory functions when the game starts up via MO/NMM/Wrye Bash.

 

Posted

I know of Crash Fixes and I also know its mechanic to avoid the memory bug, still I think the author claims it to be experimental, though I can't find the post ATM.

 

So one may try to enable the new allocation function of Crash Fixes, if one wants to try it or the SKSE Mem Patch isn't enough.

Advantage: No crash of memory overload whatsoever and probably more FPS

Disadvantage: IIRC still experimental and can cause freezes and crashes out of nowhere. Also, if you have to enable AlignHeapAllocate to be able to use it, you probably just should stay with SKSE, as you loose the better FPS and the SKSE Mem Patch is better known and tested.

 

As anything, one has to try for himself, what works best, it's individual for every installation and system :)

Posted

Here are the current files, pulled from baidu. https://mega.nz/#!NMQnwR7b

 

Now, if someone could please ELI5 clothing/armor and HDT-SMP to me, I'd appreciate it. Will any TBBP armor/clothing work properly with HDT-SMP? What about HDT armor/clothing? If not, where should I look to get started with HDT-SMP clothing for UUNP?

Posted

Here are the current files, pulled from baidu. https://mega.nz/#!NMQnwR7b

 

Now, if someone could please ELI5 clothing/armor and HDT-SMP to me, I'd appreciate it. Will any TBBP armor/clothing work properly with HDT-SMP? What about HDT armor/clothing? If not, where should I look to get started with HDT-SMP clothing for UUNP?

 

Says you need an encription key for that.

Posted

Gah. We can't do OpenCL on the CPU? Right bollocks, I wanted my parallelized performance. Shame, HDT PE runs like a dog on my poor Phenom II; being anchored down by Skyrim's havok implementation ain't fun.

Posted

 

Here are the current files, pulled from baidu. https://mega.nz/#!NMQnwR7b

 

Now, if someone could please ELI5 clothing/armor and HDT-SMP to me, I'd appreciate it. Will any TBBP armor/clothing work properly with HDT-SMP? What about HDT armor/clothing? If not, where should I look to get started with HDT-SMP clothing for UUNP?

 

Says you need an encription key for that.

 

 

 

Sorry: https://mega.nz/#!NMQnwR7b!abO0TSkmVCgYAJn9AfPTQP_e6dRk__bagG4IK82R9hk

Posted

Has anyone got the new version of HDT-SMP to work? Downloaded the newest .dll files, config and ini, but no physics. Put pack the old files and everything is working.

Seems like it is the new hdtSkinnedMeshPhysics.dll that is not working for me.

Posted

Has anyone got the new version of HDT-SMP to work? Downloaded the newest .dll files, config and ini, but no physics. Put pack the old files and everything is working.

Seems like it is the new hdtSkinnedMeshPhysics.dll that is not working for me.

 

For me it did give me physics just by swapping the same files out that you did but it looked like crap. The breasts would be fine for a few seconds then they would start to twitch. I removed all my collisions from my body xml and it worked fine, so may be worth you giving that a shot to see if its just the collision part causing your issue. Needless to say I've reverted back for now, at least until I have time to figure out what changes to collision are causing my issue.

Posted

Has anyone got the new version of HDT-SMP to work? Downloaded the newest .dll files, config and ini, but no physics. Put pack the old files and everything is working.

Seems like it is the new hdtSkinnedMeshPhysics.dll that is not working for me.

 

for new dll need fixed .xml. New dll dont work older structure .xml

Posted

I don't use them but I'm pretty sure your old xmls still work ledo, you just have to change the target shape to the name of the nif you want to be affected by the specific xml.

 

Update: yes they do work, but your breasts bounce like crazy, unless that's what you were going for.

 

 

 

prenetration

 

is not a thing, it's penetration and the minimum value you can use is 4 centimeters/s.

Posted

I will have to test the new version again then, but didn't see any changes in the xml structure from my first look. Anyone know what the changes from the old version are ?

 

Yes, penetration is the right word , but thought it was from 0(minimum) to 1(maximum) that was the limit. (but hard to find any info on this)

Posted

I will have to test the new version again then, but didn't see any changes in the xml structure from my first look. Anyone know what the changes from the old version are ?

 

Yes, penetration is the right word , but thought it was from 0(minimum) to 1(maximum) that was the limit. (but hard to find any info on this)

 

i know about penetration but this dll read if write "prenetration" he don't know this command penetration.

 

And new structure only change 

 

" if write 0.000000 in mass he don't know" "need write integer number 1 or 0,5"

 

"Old version between in number use "." now he use ","  "

 

And dll perfect work in invidia videiocard + intel procces.

Posted

hmm..still no physics..replaced all values in cbbe-hdt.xml with "," and changed all other values from 1.000000 to 1 and 0.00000 to 0

Clothes are going straight through body, and bodyparts are invisible and everything is static, no physics. Strange....Using intel+Nvidia

 

Posted

hmm..still no physics..replaced all values in cbbe-hdt.xml with "," and changed all other values from 1.000000 to 1 and 0.00000 to 0

Clothes are going straight through body, and bodyparts are invisible and everything is static, no physics. Strange....Using intel+Nvidia

 

look hdtSkinnedMeshPhysics.log <- best for fix.

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