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Leskomo

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Everything posted by Leskomo

  1. On the subject of the tail(s) jittering: I looked back earlier in the forum a few days ago and found this post by DarkFireTim: (on page 5 of forum, "the second problem" refers to his succubus tail jittering) I've tried increasing/decreasing the simulation accuracy, limiting/unlimiting constraints, lowering/increasing its inertia, Disabling collisions, lowering/increasing gravity, lowering/increasing its mass, and I believe I also fumbled around with the stiffness settings. At this point I think some of the tails are just going to have to jitter. luckily though, the jitter does not affect the tails that I plan to use. When/if I ever upload my SE conversion of HDT Tails Wearable, I plan to include a note specifying which tails jitter and why. As for the Fox5Tail, I think anything with 3D software would be too much for me right now. I plan to try and learn how to make my own Skyrim mesh at some point, but that is many many months from now. Unless I can get a crash course on how to "fake" the collision with constraints (I think the original HDT-PE mod does this), then I think I'm going to include it as an optional file, with a note about what's wrong with them. Luckily I also don't plan on using the Fox5Tail, so I shouldn't let it bother me if I can't get it working.
  2. If the hair has bones, you could add the HDT-SMP physics yourself. This guide taught me how to add HDT-SMP to cat ears. With it, you could possibly learn how to add HDT-SMP physics to the hair yourself. I guess it comes down to how much you want it.
  3. From what I know, I'd say it probably depends. Most likely though, it uses different xmls for a good reason. For example, Multiple nifs might use the same floor.xml but use different "main" xmls. (Example Image) If I were to put the code from "Floor.xml" into "Matera.xml" and then delete the Floor.xml file, then the nif on the right would no longer have a Floor.xml to refer to. Edit: Also I'm not so sure that merging .xmls for HDT-PE would be as simple as copy-pasting it. There's possibly some ordering that needs to be done, as with HDT-SMP. So I guess it comes down to exactly what you're trying to modify and why. Personally I don't see any practical reason to merge .xmls, but if I wanted to merge them I would make sure to avoid inadvertently messing up another .nif's physics.
  4. It might be caused by having some extreme bodyslide proportions. Other than that, my suggestion would be to make absolutely sure that you generated the body correctly.
  5. These are the defaults I have set right now. </bone-default> <mass>3</mass> <inertia x="1" y="1" z="1"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0.5</linearDamping> <angularDamping>0.5</angularDamping> <friction>0.1</friction> <rollingFriction>0.5</rollingFriction> <restitution>0</restitution> <gravity-factor>0.4</gravity-factor> </bone-default> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <frameInLerp> <translationLerp>0</translationLerp> <rotationLerp>0</rotationLerp> </frameInLerp> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <angularLowerLimit x="-2" y="-1.2" z="-0.5"/> <angularUpperLimit x="2" y="1.2" z="0.5"/> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <linearStiffness x="800" y="800" z="800"/> <angularStiffness x="500" y="500" z="500"/> <linearDamping x="10" y="10" z="10"/> <angularDamping x="10" y="10" z="10"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint-default>
  6. - Changing these values doesn't seem the fix anything. Rather, it breaks things. Raising the margin value causes the tails to either stutter/vibrate a bunch, or spaz out like crazy (I think b/c they're colliding with the leg mesh). The penetration value doesn't seem able to change this. - This sounds like the ideal solution, but I have nearly 0 experience with 3D software. I don't suppose there is an easy way to make a proxy object? - I'm confused on how I could make this would work? I could re-define the angularUpper/LowerLimit constraints between each constraint group, but that won't change how far the tails fall, seeing as how the only difference between a limit of 0 and 2 is a noticeable stutter. Anytime I make the angularUpperLimit for x less than 2, the tails get that same stutter I mentioned earlier (but they don't spaz out).
  7. I have a question regarding collisions. I am currently trying to get a set of 5 tails to work with HDT-SMP. So far I got physics, but the tails won't collide with eachother for some reason. They'll collide with the ground, just not eachother. Can the tails not act as collision objects upon eachother? If not, is there another way I could get them to collide with eachother?
  8. This would be especially amazing if it worked with the 360 Walk and Run Plus mod (link).
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