Cacharadon Posted February 22, 2017 Posted February 22, 2017 I don't have too much experience modding so use baby words when explaining things, please. I'm trying to modify the cape from the Raven Witch Armor so that it flows behind my character when running. I'm following this guide "Setup: Attaching HDT to an existing mesh", but some of the steps are pretty confusing. Step one asks me to open my armor in nifskope with T/BBP weighting. I opened up the armor piece in nifskope but have no idea how to check if it has T/BBP weighting, or how to add said weighting if it's not there already. The sixth step asks me to edit the string index to point to a .xml file, but the given example is for the .xml of a CBBE body file. I assume this is not the .xml file I need to get my cape working? I have the Illustrious HDT Cloaks of Skyrim mod as well, and it has a single .xml file in it. Should I point the string index to this? Should this .xml file be copied to the Raven Witch Armor folder? The cape for the Raven Witch Armor is its own armor piece (not attached to the cuirass) using one of the unused body slots, similar to the cloaks of Skyrim mod. Would this create additional issues when setting up hdt physics for this cape?
LustyNyxia Posted February 23, 2017 Posted February 23, 2017 I am curious as well. I would love to to see a little physics motion to wet and cold and frostfall's capes.
LuffMeister Posted February 24, 2017 Posted February 24, 2017 That guide is for adding hdt to bodies already rigged with breast/glute nodes, and the xml refers to a hdt xml designed specifically for bodies. To add hdt to armors, you have to create skeletal nodes, paint the weight in 3ds/blender, use the havok plugin to export the bullet physics, create xml, then link the xml with the exported mesh and test in game. There was a good youtube video a while back that shows you how to create skeletal nodes, add constraints, paint weight, export to xml etc, but I can't seem to find it...
gutris1 Posted February 27, 2017 Posted February 27, 2017 if it using the same UV mapping just swap their textures path with nifskope
Cacharadon Posted March 4, 2017 Author Posted March 4, 2017 if it using the same UV mapping just swap their textures path with nifskope So If I switch the Raven witch cape's texture with the texture for an hdt cape, the Raven witch cape will get its physics? Could you explain what UV mapping is and how I can check it on a cape? I opened them both up in nifskope, how would I go about swapping textures from here. HDT cloak Raven Witch cape
NamelessFreak Posted March 5, 2017 Posted March 5, 2017 I think what gutris1 was suggesting was that you make the already hdt cloak look like the raver armor by switching the textures, circumventing the need to learn how to make the raven armor hdt in the first place. Unfortunately, I tried that, but it didn't work. Anyway, I have a vested interest in this topic as well and was going to post something similar before I found this one. My google-fu has failed me thus far - most people are just interested in big boobs. No surprise there.
Guest Posted March 5, 2017 Posted March 5, 2017 you can do it with bodyslide, open them both, copy over bones with weights, give nistringextradata to nif, profit
NamelessFreak Posted March 6, 2017 Posted March 6, 2017 prZ, would that work with something that's a nontraditional shape (for lack of better phrasing)? I'm working on a shoulder cape, which I'm afraid might not take the bone weights correctly. Could I just rotate the original 90 degrees and copy, or would that mess up the hdt bits?
Guest Posted March 6, 2017 Posted March 6, 2017 Bones have Maximum ankles they can swing, so the cape doesnt clip in your back, you would mess them up if you rotate them i think.. go to youtube and search for canderes hdt , there you can see the progress clear
gutris1 Posted March 6, 2017 Posted March 6, 2017 I dont know if Outfit Studio does supporting custom bones maybe because I didnt update the software for a long time alright.. use this cloak as template RW Cloak.7z
NamelessFreak Posted March 7, 2017 Posted March 7, 2017 @prZ Thanks, man! Not your intention, but I did also find a nice video from him about animation, which I was also looking at. You've officially made my day.
orgs1n Posted September 15, 2017 Posted September 15, 2017 I'm trying to add HDT weighing to the Gwelda Vampire cloak, by copying the weighing data from one of the Illustrious cloaks. 1. Open Outfit Studio. 2. New Project. 3. (Reference) From File meshes\clothes\CloaksofSkyrim\HDTcloakvaerminaf_1.nif. 4. (Outfit) From File meshes\DX\MiniArmorsCollection\Cloaks\GweldaVampire\DX_MAC_Gwelda_1.nif. I rotate and move the cape mesh so it aligns with the cloak as much as possible, looking as below in Outfit Studio. 5. Right-click the Cape and Copy Bone Weights -> I have to increase the search radius to 9+ for all vertices to get weighted. 6. Save Project (without the reference). 7. Generate outfit in BodySlide. The result leaves something to be desired. Although the cloak does move in an HDT manner, it's distorted beyond all recognition. What am I doing wrong? Apologies for necro'ing this thread but I felt it was better to keep HDT cloak related info in a single topic.
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