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SMP breast wont stop moving issue


darknotfear

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Posted

Hi, I'm changing from PE to SMP, but the character's breasts keeps moving even the character remains static, any idea why this is happening?

 

I'm using the HDT binary from the pinned thread with XPMS Extended 3.86, CBBE body.

 

Thanks in advance

Posted
9 hours ago, 27X said:

cap your framerate to 64 or use the havok fix

Thanks for the reply~!

But I did cap the max fps to 64 but still got constantly jiggling, what is the havok fix then...?

Posted

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. 

Posted
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

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

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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