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SMP breast wont stop moving issue


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I see that all the time when making tweaks to inertia and mass - they have a poorly documented relationship.  This can also be caused by low or absent damping values in the bone declarations.  Try opening your body's .xml (probably cbbe-hdt-vag.xml), finding the breast bone section (should be at the top), and copying over it with these values:


 

Spoiler

 

    <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>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast01">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast01">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

 

 

If they're too wiggly for you, you can make them heavier by increasing mass (but this causes them to sag more too), further increasing linear damping (max value is 1.0), or going a little further into the breast's generic constraints and playing with stiffness and the linear/angular damping values in the constraint.  I've underlined that last bit because the same terms do something very different and have different valid ranges depending on whether they're in a bone declaration or a constraint. 

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On 2017/12/5 at 2:45 AM, zarzil said:

I see that all the time when making tweaks to inertia and mass - they have a poorly documented relationship.  This can also be caused by low or absent damping values in the bone declarations.  Try opening your body's .xml (probably cbbe-hdt-vag.xml), finding the breast bone section (should be at the top), and copying over it with these values:


 

  Reveal hidden contents

 

    <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>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast01">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast01">
        <mass>1.50000</mass>
        <inertia x="100" y="100" z="100"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-3"/>
        </centerOfMassTransform>
        <linearDamping>0.9</linearDamping>
        <angularDamping>1</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

 

 

If they're too wiggly for you, you can make them heavier by increasing mass (but this causes them to sag more too), further increasing linear damping (max value is 1.0), or going a little further into the breast's generic constraints and playing with stiffness and the linear/angular damping values in the constraint.  I've underlined that last bit because the same terms do something very different and have different valid ranges depending on whether they're in a bone declaration or a constraint. 

Thanks! This actually kind of works, after I changing the value of those parameters the eternal jiggling stopped! XDD

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  • 1 year later...
  • 2 weeks later...
  • 1 year later...

I'm having the same problem as darknotfear had. I tried these fixes, but none of them works. I still get the jiggling when idling and not moving at all. I noticed it somehow reacts to moving the mouse around my character. They start sagging, and then jiggle around.

Anyone have any ideas for a fix?

I have the XPMSSE skeleton(s) and everything else is installed as it should be installed.

Note: I have also installed ALLGuD ( https://www.nexusmods.com/skyrimspecialedition/mods/28833 ) and i've patched the skeletons to accept the nodes from that mod, so the misc items will be visible. Is this a compatibility issue somehow?

Thanks in advance!

EDIT: Turns out building the body as CBBE Special, rather than CBBE SMP worked out.

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