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How to enable breast scaling and disable HDT in an armor?


Derk

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Posted

Hey

 

I was lately working on some armors and most of them have at least one of the breasts covered by a metal breastplate or something. I applied skin wrap in 3ds Max and it worked perfect for most of the armors, but because I have HDT physics installed all of the metal armors flop about like they're made of cloth. I can make it so that the covered breast is skinned only to "clavicle" so it won't move, but then when I resize the breast node it will not change size anymore.

 

How do I make it so that HDT is disabled for one or both breasts (or if possible reduce the "strength" of HDT), while keeping the ability to resize using the breast node?

Posted

Hey

 

I was lately working on some armors and most of them have at least one of the breasts covered by a metal breastplate or something. I applied skin wrap in 3ds Max and it worked perfect for most of the armors, but because I have HDT physics installed all of the metal armors flop about like they're made of cloth. I can make it so that the covered breast is skinned only to "clavicle" so it won't move, but then when I resize the breast node it will not change size anymore.

 

How do I make it so that HDT is disabled for one or both breasts (or if possible reduce the "strength" of HDT), while keeping the ability to resize using the breast node?

 

Not possible I'm afraid. It's either enabled for everything or nothing (or a "white list"). If you weight it so the uncovered boobs don't bounce, then they will also not scale.

Posted

Old skinning setups don't allow for this to happen.

 

What you can do is link a custom empty .xml file directly to the armour to make sure it doesn't have physics applied when worn.

 

Alternatively you can take a look at how citrus skinning was setup, and use that. Downside is currently no mods I know of make use of the explicit scale bones yet. So you have to change the mods to target the scale bones to expand instead of the normal breast bones.

Posted

Old skinning setups don't allow for this to happen.

 

What you can do is link a custom empty .xml file directly to the armour to make sure it doesn't have physics applied when worn.

 

Alternatively you can take a look at how citrus skinning was setup, and use that. Downside is currently no mods I know of make use of the explicit scale bones yet. So you have to change the mods to target the scale bones to expand instead of the normal breast bones.

 

Could you link to a tutorial or explain how to link the armor to an .xml file?

 

Do I just create an empty one with the same name as the .nif file in the same directory?

Posted

You can easily google "Add HDT.xml to .nif"

 

I forget the steps off the top of my head.

 

Adding an empty .xml didn't work at all, but using another one that I modified with the HDT modifier made the breasts look like they almost don't move, which is fine for me.

 

Thanks!

Posted

By Empty I meant, an actual valid hdt xml header, with no data inside.

 

AKA: You can use the havok editor thing and open an xml and delete all the contents inside of it.

Posted

By Empty I meant, an actual valid hdt xml header, with no data inside.

 

AKA: You can use the havok editor thing and open an xml and delete all the contents inside of it.

 

I did that and the contents of the .xml file were this:

 

 

<?xml version="1.0" encoding="ascii"?>

<hkpackfile classversion="9" contentsversion="hk_2013.1.0-r1" toplevelobject="#0044">

 

    <hksection name="__data__">

 

        <hkobject name="#0044" class="hkpPhysicsSystem" signature="0xd6c543df">

            <!-- memSizeAndFlags SERIALIZE_IGNORED -->

            <!-- referenceCount SERIALIZE_IGNORED -->

            <hkparam name="rigidBodies" numelements="0"></hkparam>

            <hkparam name="constraints" numelements="0"></hkparam>

            <hkparam name="actions" numelements="0"></hkparam>

            <hkparam name="phantoms" numelements="0"></hkparam>

            <hkparam name="name">␀</hkparam>

            <hkparam name="userData">0</hkparam>

            <hkparam name="active">true</hkparam>

        </hkobject>

 

    </hksection>

 

</hkpackfile>

 

 

 

 

Is it supposed to look like that? To do that I went to the modifier and removed all the nodes but it didn't work, everything behaves like with normal HDT.

Posted

yea that's right, dunno why it wouldn't work though.

 

Probably check your log to see if it actually loaded it or threw an invalid file error at you.

Posted

Here's the log file for when I load the game and equip the armor.

 


hdtPhysicsExtensions
[07/24/15 21:16:51]INFO: Queue OK
[07/24/15 21:16:51]INFO: System run with 8 threads
[07/24/15 21:16:51]INFO: Havok simulated world created.
[07/24/15 21:16:51]INFO: SKSEPlugin_Load
[07/24/15 21:17:45]INFO: Physics system loaded : Data\skse\plugins\hdtPhysicsExtensions\weapons\weaponsling_user.xml
[07/24/15 21:17:45]WARNING: Cannot bind bone : c8c315c0 REF WeaponSword - bone doesn't exist
[07/24/15 21:17:45]ERROR: Illegal hkx file : c8c315c0 REF WeaponSword - Fixed/Keyframed body without binding!
[07/24/15 21:17:45]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[07/24/15 21:17:45]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[07/24/15 21:17:47]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[07/24/15 21:17:47]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[07/24/15 21:17:47]INFO: Physics system loaded : Data\skse\plugins\hdtPhysicsExtensions\weapons\weaponsling_user.xml
[07/24/15 21:17:48]INFO: Cell changed...
[07/24/15 21:17:48]INFO: Add character 00000014
[07/24/15 21:17:48]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[07/24/15 21:17:48]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[07/24/15 21:18:00]INFO: Physics system loaded : meshes\armor\iron\f\hdt.xml
[07/24/15 21:19:39]INFO: Physics system loaded : meshes\armor\iron\f\hdt.xml

 

 

The armor in question is the female iron armor, and it's using the file hdt.xml in its folder.

Posted

I'm not home to check it out, but:

 

"See, normally you have to choose between having bouncing breasts and metal or none of it bouncing at all.

What my bodyslide does is just have the exposed breasts bounce with the metal bits remaining static, all without any clipping.

It's HDT with butt and belly weights too."

 

Perfidy's Crimson Twilight bodyslide conversion. In XunAmarox's  Outfit Studio/Bodyslide 2 CBBE Conversions: post #2310

Posted

I'm not home to check it out, but:

 

"See, normally you have to choose between having bouncing breasts and metal or none of it bouncing at all.

What my bodyslide does is just have the exposed breasts bounce with the metal bits remaining static, all without any clipping.

 

It's HDT with butt and belly weights too."

 

Perfidy's Crimson Twilight bodyslide conversion. In XunAmarox's  Outfit Studio/Bodyslide 2 CBBE Conversions: post #2310

 

What that person did is not skin the breasts where they touch the metal armor to give an illusion it keeps them from moving. This is cool but if you scale the breasts, only the movable bits (the upper half of the breast) will actually get bigger, the rest, including the armor, won't change. I wanted to be able to scale them properly.

Posted

Old skinning setups don't allow for this to happen.

 

What you can do is link a custom empty .xml file directly to the armour to make sure it doesn't have physics applied when worn.

 

Alternatively you can take a look at how citrus skinning was setup, and use that. Downside is currently no mods I know of make use of the explicit scale bones yet. So you have to change the mods to target the scale bones to expand instead of the normal breast bones.

 

I thought that this didn't work because it got superseded/eaten/over-written/ignored/etc. by the game when the user has any other HDT assets installed such as other HDT-enabled armours or bodies? :huh:

Posted

 

I thought that this didn't work because it got superseded/eaten/over-written/ignored/etc. by the game when the user has any other HDT assets installed such as other HDT-enabled armours or bodies? :huh:

 

 

It works fine, the currently used hdt preset will be whatever the xml is by the last loaded mesh.

 

so if a body armour has a custom xml attached to it, and you equip it, then that xml gets loaded and overwrites whatever you were using.

 

The only special case is if there is no xml attached to the mesh, the plugin falls back to the generic hdtdefault xml that is applied on mesh load of actors using femalebody mesh.

Posted

 

 

I thought that this didn't work because it got superseded/eaten/over-written/ignored/etc. by the game when the user has any other HDT assets installed such as other HDT-enabled armours or bodies? :huh:

 

 

It works fine, the currently used hdt preset will be whatever the xml is by the last loaded mesh.

 

so if a body armour has a custom xml attached to it, and you equip it, then that xml gets loaded and overwrites whatever you were using.

 

The only special case is if there is no xml attached to the mesh, the plugin falls back to the generic hdtdefault xml that is applied on mesh load of actors using femalebody mesh.

 

 

 

Ahh okay - I *THINK* I understand... so, if I want my armours NOT to bounce (iron & boiled leather do not bounce like cotton) regardless of what a player has installed, I MUST include a special, individual, .xml for each armour mesh I produce? If not, they will run off whatever the player already has? :huh:

 

 

Posted

 

 

 

I thought that this didn't work because it got superseded/eaten/over-written/ignored/etc. by the game when the user has any other HDT assets installed such as other HDT-enabled armours or bodies? :huh:

 

 

It works fine, the currently used hdt preset will be whatever the xml is by the last loaded mesh.

 

so if a body armour has a custom xml attached to it, and you equip it, then that xml gets loaded and overwrites whatever you were using.

 

The only special case is if there is no xml attached to the mesh, the plugin falls back to the generic hdtdefault xml that is applied on mesh load of actors using femalebody mesh.

 

 

 

Ahh okay - I *THINK* I understand... so, if I want my armours NOT to bounce (iron & boiled leather do not bounce like cotton) regardless of what a player has installed, I MUST include a special, individual, .xml for each armour mesh I produce? If not, they will run off whatever the player already has? :huh:

 

 

Or you just remove the breast bones. Then you also won't be able to scale the breasts, though. But there's other mods that can do that without breast bones now.

Posted

 

 

 

 

I thought that this didn't work because it got superseded/eaten/over-written/ignored/etc. by the game when the user has any other HDT assets installed such as other HDT-enabled armours or bodies? :huh:

 

 

It works fine, the currently used hdt preset will be whatever the xml is by the last loaded mesh.

 

so if a body armour has a custom xml attached to it, and you equip it, then that xml gets loaded and overwrites whatever you were using.

 

The only special case is if there is no xml attached to the mesh, the plugin falls back to the generic hdtdefault xml that is applied on mesh load of actors using femalebody mesh.

 

 

 

Ahh okay - I *THINK* I understand... so, if I want my armours NOT to bounce (iron & boiled leather do not bounce like cotton) regardless of what a player has installed, I MUST include a special, individual, .xml for each armour mesh I produce? If not, they will run off whatever the player already has? :huh:

 

 

Or you just remove the breast bones. Then you also won't be able to scale the breasts, though. But there's other mods that can do that without breast bones now.

 

 

True. This I already do in armours where I am just re-shaping vanilla & no more. In especially low-poly armours where I need to add a lot of vertices across the chest to cope with SeveNBase curves though, it does not give a particularly good result.

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