Jump to content

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


Recommended Posts

 

 

Edit #3 I like caffeine edition: 

 

Got body collisions and wobble working using:

 

\SKSE\Plugins\hdtSkinnedMeshConfigs\BaseShape003.xml in CBBE HDT NIF and the following in BaseShape003.xml

 

 

 

 
 
<per-triangle-shape name="BaseShape">
  <margin>0.1</margin>
  <priority>1</priority>
  <prenetration>0</prenetration>
  <tag>body</tag>
  <weight-threshold bone="NPC L Breast">0.1</weight-threshold>
  <weight-threshold bone="NPC R Breast">0.1</weight-threshold>
  <weight-threshold bone="NPC L Breast01">0.1</weight-threshold>
  <weight-threshold bone="NPC R Breast01">0.1</weight-threshold>
  <weight-threshold bone="NPC Belly">0.1</weight-threshold>
  <weight-threshold bone="NPC L Butt">0.1</weight-threshold>
  <weight-threshold bone="NPC R Butt">0.1</weight-threshold>
</per-triangle-shape>
 
<per-vertex-shape name="Hands">
  <margin>0.1</margin>
  <priority>4</priority>
  <prenetration>0</prenetration>
  <tag>hand</tag>
</per-vertex-shape>
 
 

 
Are there any more up to date versions of HDT-SMP? The breast and ass physics are nice, collision is amusing but I have way too many problems with it (and ENB) to give up HDT-PE.

 

 

Didn't we establish that you don't need to modify .nif files to get HDT-SMP to work? Could you post gifs of the collision you got? I got collision but it was garbage so I switched back to HDTPE.

Link to comment

Test 5 Hair from Apachi and ponytail with SMP+collision.

 

looks like a very good job. can you get a release sorted at all? would be much appreciated. SMP seems to need a few releases like this to encourage take up.

 

also, is anyone working on getting bodyslide to work with custom bones?  seems like that would be a 'killer app' if it were possible

Link to comment

Tried to add physics to genitals. The penis did behave like a living snake all the time so just removed physics for it, but the scrotum is working very nice..Here is my xml if anyone is interested.

 

 

 

<?xml version="1.0" encoding="UTF-8"?>


<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">


<!--<bone name="NPC GenitalsBase [GenBase]"/>
<bone name="NPC GenitalsScrotum [GenScrot]"/>-->
<bone name="NPC Genitals01 [Gen01]"/>
<bone name="NPC Genitals02 [Gen02]"/>
<bone name="NPC Genitals03 [Gen03]"/>
<bone name="NPC Genitals04 [Gen04]"/>
<bone name="NPC Genitals05 [Gen05]"/>
<bone name="NPC Genitals06 [Gen06]"/>




<bone name="NPC GenitalsBase [GenBase]">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<bone name="NPC GenitalsScrotum [GenScrot]">
<mass>0.30000</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<per-vertex-shape name="MaleGenitals">
    <margin>0.18</margin>
    <priority>1</priority>
<!--<prenetration>0.2</prenetration>-->
    <tag>Genitals</tag>
    <no-collide-with-tag>Genitals</no-collide-with-tag>
<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>


  </per-vertex-shape>


<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
<frameInB>
<basis x="0" y="1" z="0" w="0"/> 
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-10" y="-20" z="-10"/>
<linearUpperLimit x="10" y="20" z="10"/>
<angularLowerLimit x="0" y="0" z="-0.1"/> 
<angularUpperLimit x="0" y="0" z="0.1"/>
<linearStiffness x="50" y="50" z="150"/> 
<angularStiffness x="0" y="0" z="200"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="3"/> 
<linearEquilibrium x="0" y="0" z="0"/> 
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>




</system>

 

 

 

try this.

 

Not using collision (yet); only spent an evening fiddling. Also using an old version of SoS Light and the older version of HDT-SMP. Works with SL animations, has a natural flop and wobble, but only gets to half erect for some animations. Some animations look great, others meh.. penis mesh disappears occasionally, when adjusting position, switching animations -- and penis can remain semi-erect after a workout, kinda like rl. Haven't tried with newest version of HDT-SMP or any form of collision with this xml. 

 

May be able to add an invisible collision cone that guides the penis mesh into vagina so you'll not have to adjust the SL animations as much; with physics that move, bend, slide around like the real thing. 

 

..  may be helpful for beast tails HDT animated.  

 

w.i.p

 

 

 

<?xml version="1.0" encoding="UTF-8"?>

<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">


	<bone name="NPC GenitalsBase [GenBase]">
	<mass>0.00000</mass>
	<inertia x="0" y="0" z="0"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0</linearDamping>
	<angularDamping>0</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>


	<bone name="NPC GenitalsScrotum [GenScrot]">
	<mass>0.35000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.7</linearDamping>
	<angularDamping>0.7</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals01 [Gen01]">
	<mass>0.10000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.01</linearDamping>
	<angularDamping>0.01</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals02 [Gen02]">
	<mass>0.11000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals03 [Gen03]">
	<mass>0.12000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals04 [Gen04]">
	<mass>0.13000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals05 [Gen05]">
	<mass>0.14000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals06 [Gen06]">
	<mass>0.15000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>

	
	
	<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
	<frameInB>
	<basis x="0" y="1" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-5" y="-5" z="-2"/>
	<linearUpperLimit x="5" y="2" z="2"/>
	<angularLowerLimit x="-0.2" y="-1" z="-1"/> 
	<angularUpperLimit x="1.2" y="1" z="1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="500" y="300" z="300"/>
	<linearDamping x="12" y="12" z="12"/>
	<angularDamping x="12" y="20" z="12"/> 
	<linearEquilibrium x="-1" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0.5" z="0"/>
	</generic-constraint>

	
	
	
	
	<generic-constraint bodyA="NPC Genitals01 [Gen01]" bodyB="NPC GenitalsBase [GenBase]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="150" y="150" z="150"/> 
	<angularStiffness x="100" y="100" z="100"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="4" z="4"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals02 [Gen02]" bodyB="NPC Genitals01 [Gen01]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.6" y="-0.1" z="-0.2"/> 
	<angularUpperLimit x="0.6" y="0.1" z="0.2"/>
	<linearStiffness x="150" y="150" z="150"/> 
	<angularStiffness x="100" y="100" z="100"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals03 [Gen03]" bodyB="NPC Genitals02 [Gen02]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.5" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.5" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals04 [Gen04]" bodyB="NPC Genitals03 [Gen03]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/>
	<linearEquilibrium x="0" y="0" z="0"/>
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals05 [Gen05]" bodyB="NPC Genitals04 [Gen04]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals06 [Gen06]" bodyB="NPC Genitals05 [Gen05]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="350" y="350" z="350"/> 
	<angularStiffness x="300" y="300" z="300"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>


	<per-vertex-shape name="MaleGenitals Regular">
		<margin>0</margin>
		<priority>0</priority>
		<tag>MaleGenitals</tag>
		<no-collide-with-tag>MaleGenitals</no-collide-with-tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>labia</no-collide-with-tag>
		
		<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
		<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>		
		<no-collide-with-bone>NPC Genitals01 [Gen01]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals02 [Gen02]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals03 [Gen03]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals04 [Gen04]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals05 [Gen05]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals06 [Gen06]</no-collide-with-bone>
		
	</per-vertex-shape>

	
</system> 

 

 

 

Edit: oops, just tried latest HDT-SMP .. a dancing snake, ignore the above xml, I'll try to tame the wiggling worm -- see how far I get ~~~~. 

Link to comment

 

Tried to add physics to genitals. The penis did behave like a living snake all the time so just removed physics for it, but the scrotum is working very nice..Here is my xml if anyone is interested.

 

 

 

<?xml version="1.0" encoding="UTF-8"?>


<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">


<!--<bone name="NPC GenitalsBase [GenBase]"/>
<bone name="NPC GenitalsScrotum [GenScrot]"/>-->
<bone name="NPC Genitals01 [Gen01]"/>
<bone name="NPC Genitals02 [Gen02]"/>
<bone name="NPC Genitals03 [Gen03]"/>
<bone name="NPC Genitals04 [Gen04]"/>
<bone name="NPC Genitals05 [Gen05]"/>
<bone name="NPC Genitals06 [Gen06]"/>




<bone name="NPC GenitalsBase [GenBase]">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<bone name="NPC GenitalsScrotum [GenScrot]">
<mass>0.30000</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<per-vertex-shape name="MaleGenitals">
    <margin>0.18</margin>
    <priority>1</priority>
<!--<prenetration>0.2</prenetration>-->
    <tag>Genitals</tag>
    <no-collide-with-tag>Genitals</no-collide-with-tag>
<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>


  </per-vertex-shape>


<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
<frameInB>
<basis x="0" y="1" z="0" w="0"/> 
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-10" y="-20" z="-10"/>
<linearUpperLimit x="10" y="20" z="10"/>
<angularLowerLimit x="0" y="0" z="-0.1"/> 
<angularUpperLimit x="0" y="0" z="0.1"/>
<linearStiffness x="50" y="50" z="150"/> 
<angularStiffness x="0" y="0" z="200"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="3"/> 
<linearEquilibrium x="0" y="0" z="0"/> 
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>




</system>

 

 

 

try this.

 

Not using collision (yet); only spent an evening fiddling. Also using an old version of SoS Light and the older version of HDT-SMP. Works with SL animations, has a natural flop and wobble, but only gets to half erect for some animations. Some animations look great, others meh.. penis mesh disappears occasionally, when adjusting position, switching animations -- and penis can remain semi-erect after a workout, kinda like rl. Haven't tried with newest version of HDT-SMP or any form of collision with this xml. 

 

May be able to add an invisible collision cone that guides the penis mesh into vagina so you'll not have to adjust the SL animations as much; with physics that move, bend, slide around like the real thing. 

 

..  may be helpful for beast tails HDT animated.  

 

w.i.p

 

 

 

<?xml version="1.0" encoding="UTF-8"?>

<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">


	<bone name="NPC GenitalsBase [GenBase]">
	<mass>0.00000</mass>
	<inertia x="0" y="0" z="0"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0</linearDamping>
	<angularDamping>0</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>


	<bone name="NPC GenitalsScrotum [GenScrot]">
	<mass>0.35000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.7</linearDamping>
	<angularDamping>0.7</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals01 [Gen01]">
	<mass>0.10000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.01</linearDamping>
	<angularDamping>0.01</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals02 [Gen02]">
	<mass>0.11000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals03 [Gen03]">
	<mass>0.12000</mass>
	<inertia x="3" y="3" z="3"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals04 [Gen04]">
	<mass>0.13000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals05 [Gen05]">
	<mass>0.14000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>
	
	<bone name="NPC Genitals06 [Gen06]">
	<mass>0.15000</mass>
	<inertia x="5" y="5" z="5"/>
	<centerOfMassTransform>
	<basis x="0" y="0" z="0" w="0"/>
	<origin x="0" y="0" z="0"/>
	</centerOfMassTransform>
	<linearDamping>0.07</linearDamping>
	<angularDamping>0.07</angularDamping>
	<friction>0</friction>
	<rollingFriction>0</rollingFriction>
	<restitution>0</restitution>
	</bone>

	
	
	<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
	<frameInB>
	<basis x="0" y="1" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-5" y="-5" z="-2"/>
	<linearUpperLimit x="5" y="2" z="2"/>
	<angularLowerLimit x="-0.2" y="-1" z="-1"/> 
	<angularUpperLimit x="1.2" y="1" z="1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="500" y="300" z="300"/>
	<linearDamping x="12" y="12" z="12"/>
	<angularDamping x="12" y="20" z="12"/> 
	<linearEquilibrium x="-1" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0.5" z="0"/>
	</generic-constraint>

	
	
	
	
	<generic-constraint bodyA="NPC Genitals01 [Gen01]" bodyB="NPC GenitalsBase [GenBase]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.1" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="150" y="150" z="150"/> 
	<angularStiffness x="100" y="100" z="100"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="4" z="4"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals02 [Gen02]" bodyB="NPC Genitals01 [Gen01]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.6" y="-0.1" z="-0.2"/> 
	<angularUpperLimit x="0.6" y="0.1" z="0.2"/>
	<linearStiffness x="150" y="150" z="150"/> 
	<angularStiffness x="100" y="100" z="100"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals03 [Gen03]" bodyB="NPC Genitals02 [Gen02]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.5" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.5" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals04 [Gen04]" bodyB="NPC Genitals03 [Gen03]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/>
	<linearEquilibrium x="0" y="0" z="0"/>
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals05 [Gen05]" bodyB="NPC Genitals04 [Gen04]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="250" y="250" z="250"/> 
	<angularStiffness x="200" y="200" z="200"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	<generic-constraint bodyA="NPC Genitals06 [Gen06]" bodyB="NPC Genitals05 [Gen05]">
	<frameInB>
	<basis x="0" y="0" z="0" w="0"/> 
	<origin x="0" y="0" z="0"/>
	</frameInB>
	<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
	<linearLowerLimit x="-1" y="0" z="-1"/>
	<linearUpperLimit x="1" y="0" z="1"/>
	<angularLowerLimit x="-0.2" y="-0.1" z="-0.1"/> 
	<angularUpperLimit x="0.2" y="0.1" z="0.1"/>
	<linearStiffness x="350" y="350" z="350"/> 
	<angularStiffness x="300" y="300" z="300"/>
	<linearDamping x="6" y="6" z="6"/>
	<angularDamping x="6" y="6" z="6"/> 
	<linearEquilibrium x="0" y="0" z="0"/> 
	<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>


	<per-vertex-shape name="MaleGenitals Regular">
		<margin>0</margin>
		<priority>0</priority>
		<tag>MaleGenitals</tag>
		<no-collide-with-tag>MaleGenitals</no-collide-with-tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>labia</no-collide-with-tag>
		
		<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
		<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>		
		<no-collide-with-bone>NPC Genitals01 [Gen01]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals02 [Gen02]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals03 [Gen03]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals04 [Gen04]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals05 [Gen05]</no-collide-with-bone>
		<no-collide-with-bone>NPC Genitals06 [Gen06]</no-collide-with-bone>
		
	</per-vertex-shape>

	
</system> 

 

 

 

Edit: oops, just tried latest HDT-SMP .. a dancing snake, ignore the above xml, I'll try to tame the wiggling worm -- see how far I get ~~~~. 

 

 

Been dying to see HDT beast tails that still have some animation guidance.

 

Link to comment

So I've read through this thread and done most/every thing stated to get this up and running, and it behaves very nicely for the most part, but whenever females lay on their backs their boobs spaz out.  Also, there's a weird boob twitch while standing still every 10 secs or so.  Any ideas of where I went wrong?

 

XML:

 

<?xml version="1.0" encoding="utf-8"?>

<system>
<bone name="NPC L PreBreast">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC R PreBreast">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC L Breast">
<mass>1.30000</mass>
<inertia x="1" y="1" z="1"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.9</linearDamping>
<angularDamping>0.9</angularDamping>
<friction>0.5</friction>
<rollingFriction>0.5</rollingFriction>
<restitution>0.5</restitution>
</bone>
 
 
<bone name="NPC R Breast">
<mass>1.30000</mass>
<inertia x="1" y="1" z="1"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.9</linearDamping> <!-- from 0 to 1: the linear speed at the next second; v'=v*(1 - linearDamping) -->
<angularDamping>0.9</angularDamping> <!-- from 0 to 1: the angular speed at the next second; r'=r*(1 - angularDamping) --> 
<friction>0.5</friction> <!-- acquiescent parameter is 0.5 Similar to Friction Factor in real world. -->
<rollingFriction>0.5</rollingFriction>
<restitution>0.5</restitution> <!-- Rebound Coefficient: acquiescent parameter is 0. The ratio of rebound speed; zero means that there is no rebound -->
</bone>
 
 
 
 
<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-3" y="0" z="-10"/>
<linearUpperLimit x="3" y="10" z="30"/>
<angularLowerLimit x="0" y="0" z="-0.3"/> <!-- based on relative coordinate (parent). The parameter is radian (the acquiescent parameter is x=-1, y=-1, z=-1)-->
<angularUpperLimit x="0" y="0" z="0.3"/>
<linearStiffness x="10" y="100" z="350"/> <!-- from 0 to 8000, bigger parameter means more stiff --> 
<angularStiffness x="10" y="10" z="350"/>
<linearDamping x="10" y="10" z="10"/>
<angularDamping x="10" y="10" z="10"/> <!-- from 0 to 8000, bigger parameter means bigger degree of decay-->
<linearEquilibrium x="0" y="0" z="-3"/> <!-- establish center of spring -linear- (the acquiescent parameter is x=0, y=0, z=0) **very helpful for lifting/re-positioning a sagging/flat mesh per bone** -->
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
 
<generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-3" y="0" z="-10"/>
<linearUpperLimit x="3" y="10" z="30"/>
<angularLowerLimit x="0" y="0" z="-0.3"/>
<angularUpperLimit x="0" y="0" z="0.3"/>
<linearStiffness x="10" y="100" z="350"/>
<angularStiffness x="10" y="10" z="350"/>
<linearDamping x="10" y="10" z="10"/>
<angularDamping x="10" y="10" z="10"/>
<linearEquilibrium x="0" y="0" z="-3"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
 
 
 
<bone name="NPC Belly">
<mass>1.00000</mass>
<inertia x="50" y="50" z="50"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.6</linearDamping>
<angularDamping>0.4</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="HDT Belly">
<mass>0.0</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0.01" y="3" z="-4"/>
<linearUpperLimit x="0.01" y="8" z="8"/>
<angularLowerLimit x="-0.01" y="-0.01" z="-0.1"/>
<angularUpperLimit x="0.01" y="0.01" z="0.1"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="6"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
 
 
 
<bone name="NPC L PreButt">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC R PreButt">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC L Butt">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="2" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.2</linearDamping>
<angularDamping>0.4</angularDamping>
<friction>0.5</friction>
<rollingFriction>0</rollingFriction>
<restitution>1.0</restitution>
</bone>
 
 
<bone name="NPC R Butt">
<mass>1.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="2" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.2</linearDamping>
<angularDamping>0.4</angularDamping>
<friction>0.5</friction>
<rollingFriction>0</rollingFriction>
<restitution>1.0</restitution>
</bone>
 
 
<per-vertex-shape name="BaseShape">
<margin>0</margin> 
<priority>1</priority>
<!--<prenetration>0</prenetration>-->
<tag>body</tag>
 
 
<weight-threshold bone="NPC L Butt">0.0</weight-threshold>
<weight-threshold bone="NPC R Butt">0.0</weight-threshold> 
<weight-threshold bone="NPC L Breast">0.05</weight-threshold>
<weight-threshold bone="NPC R Breast">0.05</weight-threshold>
<weight-threshold bone="NPC Belly">0.05</weight-threshold>
 
 
<!--<no-collide-with-bone>NPC Spine [spn0]</no-collide-with-bone> 
<no-collide-with-bone>NPC Spine1 [spn1]</no-collide-with-bone>
<no-collide-with-bone>NPC Spine2 [spn2]</no-collide-with-bone>
<no-collide-with-bone>NPC R Clavicle [RClv]</no-collide-with-bone>
<no-collide-with-bone>NPC R UpperArm [RUar]</no-collide-with-bone>
<no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone>
<no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone>
<no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone>
<no-collide-with-bone>NPC R UpperarmTwist1 [RUt1]</no-collide-with-bone>
<no-collide-with-bone>NPC R UpperarmTwist2 [RUt2]</no-collide-with-bone>
<no-collide-with-bone>NPC L Clavicle [LClv]</no-collide-with-bone>
<no-collide-with-bone>NPC L UpperArm [LUar]</no-collide-with-bone>
<no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone>
<no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone>
<no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone>
<no-collide-with-bone>NPC L UpperarmTwist1 [LUt1]</no-collide-with-bone>
<no-collide-with-bone>NPC L UpperarmTwist2 [LUt2]</no-collide-with-bone>
<no-collide-with-bone>NPC Pelvis [Pelv]</no-collide-with-bone>
<no-collide-with-bone>NPC L Thigh [LThg]</no-collide-with-bone>
<no-collide-with-bone>NPC L Calf [LClf]</no-collide-with-bone>
<no-collide-with-bone>NPC R Thigh [RThg]</no-collide-with-bone>
<no-collide-with-bone>NPC R Calf [RClf]</no-collide-with-bone>-->
 
 
</per-vertex-shape>
 
 
<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0.1" y="-0.5" z="-8"/>
<linearUpperLimit x="0.1" y="0.5" z="8"/>
<angularLowerLimit x="-0.2" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0.2" y="0.1" z="0.5"/>
<linearStiffness x="100.00" y="300.00" z="300.00"/>
<angularStiffness x="200" y="200" z="400"/>
<linearDamping x="2" y="2" z="2"/>
<angularDamping x="2" y="2" z="2"/>
<linearEquilibrium x="0" y="0" z="3"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
 
<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0.1" y="-0.5" z="-8"/>
<linearUpperLimit x="0.1" y="0.5" z="8"/>
<angularLowerLimit x="-0.2" y="-0.1" z="-0.5"/>
<angularUpperLimit x="0.2" y="0.1" z="0.5"/>
<linearStiffness x="100.00" y="300.00" z="300.00"/>
<angularStiffness x="200" y="200" z="400"/>
<linearDamping x="2" y="2" z="2"/>
<angularDamping x="2" y="2" z="2"/>
<linearEquilibrium x="0" y="0" z="3"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
<bone name="NPC L Thigh [LThg]">
<mass>0</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC L FrontThigh">
<mass>0.50000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC R Thigh [RThg]">
<mass>0</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<bone name="NPC R FrontThigh">
<mass>0.500000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
 
 
<generic-constraint bodyA="NPC L FrontThigh" bodyB="NPC L Thigh [LThg]">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0.01" y="0" z="-4"/>
<linearUpperLimit x="0.01" y="2" z="4"/>
<angularLowerLimit x="-0.01" y="-0.01" z="-0.1"/>
<angularUpperLimit x="0.01" y="0.01" z="0.1"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="6"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
 
 
<generic-constraint bodyA="NPC R FrontThigh" bodyB="NPC R Thigh [RThg]">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0.01" y="0" z="-4"/>
<linearUpperLimit x="0.01" y="2" z="4"/>
<angularLowerLimit x="-0.01" y="-0.01" z="-0.1"/>
<angularUpperLimit x="0.01" y="0.01" z="0.1"/>
<linearStiffness x="300" y="300" z="300"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="6"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
</system>

Edited by Vokunsedinok
Link to comment

I installed hdtSkinnedMeshPhysics.dll to NVSE\Plugins where's is it supposed to be right ?

 

Now every time i try run skyrim i get this error

 

---------------------------
TESV.exe - Entry Point Not Found
---------------------------
The procedure entry point clRetainDevice could not be located in the dynamic link library D:\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\hdtSkinnedMeshPhysics.dll.
---------------------------
OK  
---------------------------

 

Click OK skyrim will start and run without problems BUT no physics (breasts)

 

 

 

Link to comment

I installed hdtSkinnedMeshPhysics.dll to NVSE\Plugins where's is it supposed to be right ?

 

Now every time i try run skyrim i get this error

 

---------------------------

TESV.exe - Entry Point Not Found

---------------------------

The procedure entry point clRetainDevice could not be located in the dynamic link library D:\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\hdtSkinnedMeshPhysics.dll.

---------------------------

OK  

---------------------------

 

Click OK skyrim will start and run without problems BUT no physics (breasts)

 

you use last version SKSE? 

Link to comment

You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.com/en-us/kb-articles/Pages/OpenCL2-Driver.aspx

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

Nvidia: Only has OpenCL 1.1 runtimes for their GPUs, so either you have an Intel GPU or use the Intel runtimes for the CPU and disable the GPU openCL2.0 support in the ini file or you have a AMD CPU and use their driver, and disable the OpenCL2.0 support in the ini.

 

 

Link to comment

Working now thanks  :)

 

That OpenCL thing was missing

 

BUT i can't use that skinned mesh physics (going outside drops to 10 fps)

 

I'm probably doing something wrong again  :dodgy:   its not easy for me problem solving these things with my shitty computer skills

Link to comment

You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.com/en-us/kb-articles/Pages/OpenCL2-Driver.aspx

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

Nvidia: Only has OpenCL 1.1 runtimes for their GPUs, so either you have an Intel GPU or use the Intel runtimes for the CPU and disable the GPU openCL2.0 support in the ini file or you have a AMD CPU and use their driver, and disable the OpenCL2.0 support in the ini.

 

That last part, can someone help me out? How exactly do I disable GPU OpenCL and enable it on the CPU? Although I'm running an Nvidia 900 series GPU, and the game does run with HDT-SMP, so could it be its already running on the CPU?

Link to comment

Ok guys, thank you for this wonderful new plaything.

I just have one little problem with it.

I am using K enb pure light, when SMP is installed I get purpleish light. (The sky is really bright and radiates purpleish- white bright light.Everything seems brighter and with a bit of purple saturation. At nights and interiors seems fine (maybe a bit darker, I am not sure about it, but I like this way.)

If I open up the enb ingame customization menu, it is flooded with a message that enb effect file got something to do with null point zero error.

 

If I delete SMP files the enb functions correctly, no errors.

If I put them back, the error is coming back too.

 

Any help appreciated, please.

 

(Open GL driver installed for AMD)

(Texture fast loading set to false to prevent texture errors)

Link to comment

So how mature is HDT-SM? Mature enough to start doing actual-armor conversions and such? I'd love to see SMP effects in vanilla clothing and armor.

 

You don't need any new conversions :D Using Hydrogen's cbbe-tbbp.xml (same place to download as the actual SMP plugin) sets any CBBE armor to jiggle, that has BBP, TBBP or HDT enabled. (I'd recommend CT77 vanilla conversion).

 

I use it myself, and all jiggles nice and natural and WAY MORE better than PE xD

Link to comment

I read the whole Discussion but..

 

I am totally lost as to how i set up so I cant do it :(

 

Gonna wait until someone adds a guide or something.

 

Unless anyone minds explaining in simple steps as to how to do it.( yeah sorry but i dont understand how to add HDT-SM as it is.. I am more of a action guy[i Understand by doing it] than a person who understands by reading it up)

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use