guyfreely Posted January 13, 2018 Posted January 13, 2018 Is there any way to have HDT values by body weight, similar to the body itself, with min and max values that are used for 0 and 100 then interpolated in between? Would be nice to have slim bodies with less bounce and curvy bodies with a lot of bounce.
27X Posted January 13, 2018 Posted January 13, 2018 Assign a separate xml per body in SMP In PE assign a separate xml and path and assign a unique name per nif.
guyfreely Posted January 13, 2018 Author Posted January 13, 2018 Hmm, so in NIFskope for femalebody_0.nif I found an HDT Havok Path attribute. I'm assuming I'd need to build a new HDT xml and change this value to the new file name?
BringtheNoise Posted January 13, 2018 Posted January 13, 2018 Could possibly crash the game for any weights from 1 to 99. As the game engine uses Nif 0 + Nif 1 - and subsets by the weight to scale the in game characters (player, and npc's). So if you have 2 different paths set as the extra data and they conflict it could cause issues (either in the engine itself, or in the skse plugin). Then again... I'm always up for seeing someone crash until they figure out a way to do something new and different.
Guest Posted January 14, 2018 Posted January 14, 2018 The physics calculation is made off the Bone weights, the weightpaint only shows which parts of the mesh will be manipulated. Doesn't have anything to do with 0 to 100 weight. You could create 100 different body's for each weight one, then properly weight the lowest and write an algorithm to calculate the other XMLs parameters and assign them to 100 different meshes. Lots of work I guess
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