Bonnie Lass Posted March 28, 2015 Posted March 28, 2015 See topic. Just curious if anyone's working on it right now. It seems blatantly superior to HDT-PE.
Groovtama Posted March 28, 2015 Posted March 28, 2015 HDT-SMP and HDT-PE need both just a BBP or TBBP compatible skinning, Belly etc. also the same between the two, you just need the contraints that SMP supports the same as PE.
crusher Posted March 28, 2015 Posted March 28, 2015 You can do this quickly yourself, by adding NiStringExtraData (data\skse\plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(or whatever you use)) to nude mesh of your choice found in: CalienteTools\BodySlide\ShapeData sub-folders. HDT-SM is working on everything else by just installing and configuring your specific nude mesh xml; anything with weight paint giggle works out of the box without having to add the above NiString, though not sure why.
Bonnie Lass Posted March 28, 2015 Author Posted March 28, 2015 You can do this quickly yourself, by adding NiStringExtraData (data\skse\plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(or whatever you use)) to nude mesh of your choice found in: CalienteTools\BodySlide\ShapeData sub-folders. HDT-SM is working on everything else by just installing and configuring your specific nude mesh xml; anything with weight paint giggle works out of the box without having to add the above NiString, though not sure why. That's great for the nude body and all, but adding this data on the Bodyslide generated armor is what I'm concerned about. The HDT-SME hair is just gonna clip straight through without it, and I'm certainly not wanting to add that data to every vanilla armor in the game.
crusher Posted March 28, 2015 Posted March 28, 2015 You can do this quickly yourself, by adding NiStringExtraData (data\skse\plugins\hdtSkinnedMeshConfigs\cbbe-tbbp.xml(or whatever you use)) to nude mesh of your choice found in: CalienteTools\BodySlide\ShapeData sub-folders. HDT-SM is working on everything else by just installing and configuring your specific nude mesh xml; anything with weight paint giggle works out of the box without having to add the above NiString, though not sure why. That's great for the nude body and all, but adding this data on the Bodyslide generated armor is what I'm concerned about. The HDT-SME hair is just gonna clip straight through without it, and I'm certainly not wanting to add that data to every vanilla armor in the game. Haven't messed around with hairs collision yet, but body weight paints are active on all armors without editing their nif. Armor created six months ago working with HDT-SM. There also seems to be collision between the various mesh paint by default -- left butt bounces off of right butt. Maybe I'm just seeing things.. Perhaps adding the collisions to you hair is the only thing needed, and bones to your preferred xml, as shown in recent tutorial. No good info yet on how all this interacts though. http://www.loverslab.com/topic/44803-hdt-smp-ks-pony-hair Perhaps the only requirement is nude mesh setup as parent that armors inherit attributes from.. give the hair mod a try, would be cool if it works without mass editing of armor nifs. Edit. workings without any edits. As nif is automatically identified by HDT-SMP .
Acornus Posted March 29, 2015 Posted March 29, 2015 Someone commented that BS2 should and would support preset bones from the nif files, and won't remove their references. So if someone made it so that the Iron Armor's flaps flapped, with the proper bones and XML ref files, if you imported to it into BS, then it wouldn't break the new bones or remove that reference, if it makes sense. Personally, if things get traction for RaceMenu + BS2 Body Morphs in game, I think that would be a far better solution
ousnius Posted March 29, 2015 Posted March 29, 2015 Someone commented that BS2 should and would support preset bones from the nif files, and won't remove their references. So if someone made it so that the Iron Armor's flaps flapped, with the proper bones and XML ref files, if you imported to it into BS, then it wouldn't break the new bones or remove that reference, if it makes sense. Personally, if things get traction for RaceMenu + BS2 Body Morphs in game, I think that would be a far better solution What does RaceMenu have to do with HDT-SMP though? o.O Yeah, BS v2.3 doesn't remove the special HDT nodes (like skirts) anymore. You still can't view or edit them, but they'll stay there.
daedrasp Posted March 29, 2015 Posted March 29, 2015 I made it in http://www.loverslab.com/topic/45034-prepacked-hdt-sm-hdt-skinned-mesh-physics-with-modding-guide/?p=1128277here. Basically linking baseshape and xml is not work hair and cloth collision with body. Some other work need in my think.
crusher Posted March 29, 2015 Posted March 29, 2015 Someone commented that BS2 should and would support preset bones from the nif files, and won't remove their references. So if someone made it so that the Iron Armor's flaps flapped, with the proper bones and XML ref files, if you imported to it into BS, then it wouldn't break the new bones or remove that reference, if it makes sense. Personally, if things get traction for RaceMenu + BS2 Body Morphs in game, I think that would be a far better solution What does RaceMenu have to do with HDT-SMP though? o.O Yeah, BS v2.3 doesn't remove the special HDT nodes (like skirts) anymore. You still can't view or edit them, but they'll stay there. though, would be sweet to change HDT-SMP xml parameters in RM. However, unlike HDT-PE where you could change cells to test new edits, HDT-SMP requires a exit-restart to test xml edits -- mind numbing.
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