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XML configuration (74 comments)
I have an "stretchness" problem.
Physics are working alright, so it's not the typical "stretch to the ground" problem, but the best way I can describe it is that capes and hairdos act like if they were made of hot bubblegum while I'm moving; there's always some kind of spring quality to them and the faster I move (and the longer they are) the more they stretch.
But things get back to their correct length once I stop moving.
With longer hairdos and capes, things can get pretty ridiculous since they usually stretch up to 3x their length while I'm sprinting.
If I walk they also stretch, but not that much.
I suppose this is a case of me needing to configure some parameter or something, since I've never seen that in videos of people using SMP.
Old version I had used this:
<!--
maximumAngle: maximum angle to apply physics to an actor. 0 degrees is straight ahead. Values over 180 would disable this check
Set lower values for more performance - default is 45 degrees.
-->
<maximumAngle>360.0</maximumAngle>
But new version does not have it and I tried pasting this into the new config but it didn't do anything
set <autoAdjustMaxSkeletons>false</autoAdjustMaxSkeletons>
using version 2.1.2 currently.
First and foremost, you would need a hairstyle covered by something that produces a collisions file for its hairstyles, I'd presume.
For instance, if my presumption is correct, if you use KS, you'd need to edit the XML for KS hairdos that fits (and has been fitted) to your body type
It appears that they're stored in the Bodyslide folders, (at least as source content), so perhaps a direct edit of the XML might work after the basic collisions data is fitted to your body mesh in Bodyslide by building the KS Hairdo collisions that suits your chosen body and physics style (on my system, there are 12: four each for TBD, CBBE, and BHUNP, to cover various hair lengths)
TBH I'm not sure where the output of hairdo Bodyslide mesh output goes for XML. Player folder seems likely. Never paid it much attention m'self, but I've been focused on other rabbit holes.
edit: could be wrong on this, I'm getting the idea from searching around in my folders that any such SMP configuration may be stuffed inside the KS Hairdos esm, so CK or SSEDit might have to be employed. unless its located somewhere I haven't checked yet
good luck!
- angularDamping
- rollingFriction
- restitution
- margin-multiplier
My background is in physics and electronics control, so I have a basic grounding in the mechanical and control processes (ie I'm not a newb to the subjects by a long shot) but the terms used for configuring the XML in skyrim (re: FSMP, HTD-SMP, etc) aren't clear to me, since at least some of them come at the physics from a different linguistic angle of what I might term "coder lingo". (no offense intended. I've been programming since the early 1980s, I get it... anyway.. ex: margin-multiplier)I can't visualize how the above named terms interact, so adjustments can't really be measured, since I'm not sure what I'm looking for in terms of how it'd change the smp/hdt behavior visually/mechanically
Are there any graphics (ie, pictures with arrows and captions) available that someone could link, that might help me overcome the "language" barrier?
thnx
(PS> Could be wrong, but I believe that such a set of variable definitions ... and a graphic or two if possible) would go a very long way to answering many of the questions the "general audience" has wrt to XML configuration to properly configure (or tailor) FSMP for their systems)
PPS> This message ain't just for the author, so please speka up whoever you are if you have answers.
p.s not looking for a handout ..if someone could just point me to a tutorial id be greatful.. ive read many of the FAQs and tutorials out there but couldnt quickly find anything about hair movement... and it seems Google searchs are getting worse by the day.
thanks in advance
Cool idea
I'm waiting for a code proposal
For example, CBPC has the timeStep variable which determines how fast physics play out. Does FSMP have something like this?
Edit: Nvm, I seem to have found my answer. For anyone else wondering, raising min-fps in the main config xml increases physics playout speed.
About speed: well no, it depends on the physics xml files.
Although maxSubsteps plays a role if you play below 60 fps.