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Kiseenaji

handy hdt stuff

May 30th, 2020
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  1. Link: https://www.loverslab.com/topic/25491-hdthavokmodifier-just-for-fun-jff-v4/page/3/
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  5. BBP / JFF Guide
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  9. If you want fast solutions without too much optimizing (unlike me for 5 days straight). The most import values are marked in blue.
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  11. They give instant results and are most responsive for bounce. But keep in mind to get something really awesome out of this takes lot of time.
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  17. 1.) Basic understandings
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  21. 1.1) Understanding the Havoc object
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  23. From what i experienced it's like a spring or a bumper that causes a strong repulsive force in one linear direction.
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  25. Movements are being created from animations in the first place but the physics cause strong repelling in one direction.
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  27. Don't get it wrong, changing the parameters can affect on all axes/movements but the repelling force is focused so to say. A matter that can't be changed
  28.  
  29. By default the "repelling or strong axis" is the linear Z-axis (up/down).
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  32.  
  33. 1.2) Understanding the axes
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  35. - the linear axes for linear (straight line) movements (Z=up/down, X=left/right, Y=in/out)
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  37. - the angular axes for rotational movements (Z=left/right rotation, X=up/down rotation, Y=clockwise/counterclockwise rotation)
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  40.  
  41. 2.) Adjusting Parameters (Rigid body)
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  44.  
  45. 2.1) Rigid Boy > Generic Properties > Name / Motiontype / Friction / Restitution
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  47. Friction and Restitution don't seem to have any noticeable influence (maybe doesn't apply to a sphere), Name and Motion type must not be changed.
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  50.  
  51. 2.2) Rigid Boy > Advanced Properties > Linear Damping
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  53. This parameter indicates how hard/soft the dampingis are. It affects the bouncing duration. This is the master bounce factor.
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  55. Increase this value to decrease the bouncing duration, or decrease it to increase duration.
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  57. Seems to apply to all linear axes but like mentioned the biggest result you will notice for the "strong axis"
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  60.  
  61. 2.3) Rigid Boy > Advanced Properties > Angular Damping
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  63. Same as linear damping but for angular axes. Here i'm not sure if there is a "strong angular axis", i doubt it.
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  65. I recommend setting this between 0 - 0.2 otherwise the breasts might stuck on their reversing points due to the lacking rotational force by default.
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  69. 2.4) Rigid Boy > Advanced Properties > Gravity
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  71. Maybe obsolete or only influences certain circumstances, i can't figure out what or if this changes anything at all.
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  74.  
  75. 2.5) Rigid Boy > Advanced Properties > Timefactor
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  77. Overall processing speed... for the case you want slowmo boobs
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  80.  
  81. 2.6) Rigid Boy > Mass Properties > Mass(kg)
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  83. A bit tricky. Imagine filling a balloon with either water or air
  84.  
  85. more water means: more "flappy" behavior, longer bounce duration, slower speed movement
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  87. more air means: the opposite effects
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  89. If you want a fast solution maybe don't change this since it takes time to optimize and influences other parameters greatly.
  90.  
  91. additional info: if you increase the weight you have most likely to adjust linear ranges in Constraints (see 3.3) as well because if the range is too small you might suddenly loose
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  93. all repelling force in an instant. It's like smashing your breasts on the table before they reach the bumper
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  96.  
  97. 2.7) Rigid Boy > Mass Properties > Center of Mass
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  99. Changes weight position (imagine a unbalanced weighted ball) All movements are being affected by that.
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  101. To not go too much into detail, increasing Y-parameter causes stronger swing motions (talking about real pendulum swings not just linear stretching)
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  103. But be warned, if you want perfect "swing doors" this can get quite a very difficult and time-consuming task and maybe not turns out in what you expected.
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  105. If you mess with this values will often have the result that the breast just stuck at the weight spot.
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  108.  
  109. 2.8) Rigid Boy > Mass Properties > Inertia Tensor
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  111. .... this is beyond me. If you are curious google or wiki for "moment of inertia". This is rather something for an absolute pro.
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  114.  
  115. 2.9) Rigid Boy > Mass Properties > Collision
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  117. Select the Body Part(s) that the selected bone should collide with if you use a collision body. Eventually change the radius (under shape) for clipping issues.
  118.  
  119. No idea about the numbers but i think they represent bone numbers from the entrie skeleton.
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  124.  
  125. 3.) Adjusting Parameters (Constraints)
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  128.  
  129. 3.1) Constrains > Joints
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  131. Here you can move the anchor (the 0-point) for the axes. Values apply to linear and angular axes.
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  133. Pivot A and Pivot B seem to have a different behavior while B seems to be smoother. So if you change anything here, i recommend Pivot B.
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  135. You can use it to fix small morphing issues. This does also influence the overall behavior but i think it is rather meant for troubleshooting. Examples:
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  137. - flat breasts, spiky or twisting nipples: change the Y-axis.
  138.  
  139. - hanging or too much lifted breasts: change Z-Axis
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  142.  
  143. 3.2) Constrains > Linear Limits > Linear Basis
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  145. This is vector related stuff and would therefore be too much to explain here. To put it simple you can change direction of the main repelling force.
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  147. For example setting Pitch(Y) to something around 1.0 causes the repelling force towards the X-axis. So the boobs swing strongly to left/right but not so much up/down anymore.
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  151. 3.3) Constrains > Linear Limits > Linear Limits
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  153. For a change something that can be explained easy. Set the min/max stretching ranges here.
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  155. Values have 0-reference so a bigger value (away from zero) means a bigger range in either positive or negative direction.
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  159. 3.4) Constrains > Linear Limits > Friction / Linear Motor
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  161. uknown
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  165. 3.6) Constrains > Angular Limits > Angular Basis A / B
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  167. Vector related again. I'm not entirely sure since this is rotational axis, therefore i guess it just creates a angular offset more or less and Basis A and B seem to negate each other. This requires a real pro again.
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  171. 3.7) Constrains > Angular Limits > Angular Limits
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  173. same as linear limits just applies to angular axes.
  174.  
  175. additional info: if you see that rather your nipples spin but not the rest try to move joint in -Y direction because it means the bone and so the anchor is too far in the frontal part
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  177. of the breast
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