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Havok Cloth Physics Fallout 4....Almost


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The issue

 

So as the title suggests almost managed to Crack Havok Cloth Physics.

I've just run into parts of meshes not loading. This bug I've seen before I even started cloth physics and I found it to be bone weights. So I'm assuming its possibly the same.

 

How I got this far

 

I've taken the bone structure and weights from the vanilla bath robe mesh by Bethesda. I also copied the BSClothExtraData Node.

 

 

Anyone else attempted this?

Edited by Deathoctimus
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First:

great looking outfit, who doesn't love a little 40K!

 

Second:

A good number of authors have pulled from the bathrobes and other outfits for good physics, since those bones are locked and only a handful of people have the tools we have to nab physics from vanilla objects.

 

Your issue:

First toss the outfit in OutfitStudio and check to see what it reports the bone weighting on the cloth. It could be its only partially weighted or not actually fully weighted on the correct bone(didn't hear / see notes on how you weighted it)

 

Next,

While in 3ds I'd check the subindexing on the cloth also, sometimes that can go wonky, and it should like the Subindexed for the torso (0,1,2,3 arrays).

 

Last

In Nifscope I'd check your bounding spheres on the cloth, I don't have exact numbers for you, but if you see huge positive or negative numbers something likely off.

I've fixed it by either coping the bounding spheres from a similar object or exporting as an object (from OS), reimporting and weighting.

 

Hope that helps.

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First:

great looking outfit, who doesn't love a little 40K!

 

Second:

A good number of authors have pulled from the bathrobes and other outfits for good physics, since those bones are locked and only a handful of people have the tools we have to nab physics from vanilla objects.

 

Your issue:

First toss the outfit in OutfitStudio and check to see what it reports the bone weighting on the cloth. It could be its only partially weighted or not actually fully weighted on the correct bone(didn't hear / see notes on how you weighted it)

 

Next,

While in 3ds I'd check the subindexing on the cloth also, sometimes that can go wonky, and it should like the Subindexed for the torso (0,1,2,3 arrays).

 

Last

In Nifscope I'd check your bounding spheres on the cloth, I don't have exact numbers for you, but if you see huge positive or negative numbers something likely off.

I've fixed it by either coping the bounding spheres from a similar object or exporting as an object (from OS), reimporting and weighting.

 

Hope that helps.

 

When I weight up with Skin wrap I always check weight all points.

 

As for Outfit Studio I have noticed on the Cloth_BN_*_006 last bones in the lines is not mapped to any verts but there below the cloth. But surely that doesn't matter?

 

All Segments are in place and view correctly in nifskope.

 

Bounding Sphere on cloth current mesh is.

 

Center X -0.0000001 Y -1.436476 Z 78.050644

Radius 38.614834

 

EDIT

Hum Beths Vanilla file settings are all 0...

 

 

Thanks for the reply.

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You'd probably be better off using a different mesh to copy the bone weights from. I've had a lot of trouble with the bathrobe weights, the "dangle" bones, seem to get in the way of things. 80% of the outfits in the game have cloth physics of some description, so maybe see if there is one that more closely matches your mesh

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