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@ianare
Created March 1, 2023 22:30
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HDT-SMP cloth physics test for DX Druid Armor cape
<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
<bone name="NPC Head [Head]"/>
<bone name="NPC Neck [Neck]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC L Pauldron"/>
<bone name="NPC R Pauldron"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC L Foot [Lft ]"/>
<bone name="NPC R Foot [Rft ]"/>
<bone name="NPC L Toe0 [LToe]"/>
<bone name="NPC R Toe0 [RToe]"/>
<bone name="C_00"/>
<bone name="C_10"/>
<bone name="C_20"/>
<bone-default>
<mass>0.1</mass>
<inertia x="2" y="2" z="2" />
<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>0.5</friction>
<restitution>0.1</restitution>
<gravity-factor>0.9</gravity-factor>
</bone-default>
<bone-default>
<margin-multiplier>0.1</margin-multiplier>
</bone-default>
<bone name="C_01"/>
<bone name="C_11"/>
<bone name="C_21"/>
<bone-default>
<margin-multiplier>0.2</margin-multiplier>
</bone-default>
<bone name="C_02"/>
<bone name="C_12"/>
<bone name="C_22"/>
<bone-default>
<margin-multiplier>0.5</margin-multiplier>
</bone-default>
<bone name="C_03"/>
<bone name="C_13"/>
<bone name="C_23"/>
<bone-default>
<margin-multiplier>0.8</margin-multiplier>
</bone-default>
<bone name="C_04"/>
<bone name="C_14"/>
<bone name="C_24"/>
<bone-default>
<margin-multiplier>1.0</margin-multiplier>
</bone-default>
<bone name="C_05"/>
<bone name="C_15"/>
<bone name="C_25"/>
<generic-constraint-default>
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="0" y="0" z="0"/>
<linearUpperLimit x="0" y="0" z="0"/>
<angularLowerLimit x="-0.2" y="-0.03" z="-0.15"/>
<angularUpperLimit x="0.2" y="0.04" z="0.15"/>
<linearStiffness x="0" y="0" z="0"/>
<angularStiffness x="0" y="0" z="0"/>
<linearDamping x="0" y="0" z="0"/>
<angularDamping x="0" y="0" z="0"/>
<linearEquilibrium x="0" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint-default>
<constraint-group>
<generic-constraint bodyA="C_01" bodyB="C_00"/>
<generic-constraint bodyA="C_02" bodyB="C_01"/>
<generic-constraint bodyA="C_03" bodyB="C_02"/>
<generic-constraint bodyA="C_04" bodyB="C_03"/>
<generic-constraint bodyA="C_05" bodyB="C_04"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="C_11" bodyB="C_10"/>
<generic-constraint bodyA="C_12" bodyB="C_11"/>
<generic-constraint bodyA="C_13" bodyB="C_12"/>
<generic-constraint bodyA="C_14" bodyB="C_13"/>
<generic-constraint bodyA="C_15" bodyB="C_14"/>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="C_21" bodyB="C_20"/>
<generic-constraint bodyA="C_22" bodyB="C_21"/>
<generic-constraint bodyA="C_23" bodyB="C_22"/>
<generic-constraint bodyA="C_24" bodyB="C_23"/>
<generic-constraint bodyA="C_25" bodyB="C_24"/>
</constraint-group>
<per-vertex-shape name="Cape">
<margin>0.2</margin>
<penetration>0.1</penetration>
<shared>private</shared>
<tag>cape</tag>
<can-collide-with-tag>body</can-collide-with-tag>
<no-collide-with-tag>cape</no-collide-with-tag>
<no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone>
<no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone>
<no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone>
<no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone>
<no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone>
<no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone>
<no-collide-with-bone>NPC L Hand [LHnd]</no-collide-with-bone>
<no-collide-with-bone>NPC R Hand [RHnd]</no-collide-with-bone>
<weight-threshold bone="NPC L Clavicle [LClv]">0.3</weight-threshold>
<weight-threshold bone="NPC R Clavicle [RClv]">0.3</weight-threshold>
<weight-threshold bone="NPC L UpperArm [LUar]">0.3</weight-threshold>
<weight-threshold bone="NPC R UpperArm [RUar]">0.3</weight-threshold>
<weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">0.3</weight-threshold>
<weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">0.3</weight-threshold>
<weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">0.3</weight-threshold>
<weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">0.3</weight-threshold>
<weight-threshold bone="NPC Pelvis [Pelv]">0.3</weight-threshold>
<weight-threshold bone="NPC Spine [Spn0]">0.2</weight-threshold>
<weight-threshold bone="NPC Spine1 [Spn1]">0.2</weight-threshold>
<weight-threshold bone="NPC Spine2 [Spn2]">0.2</weight-threshold>
<weight-threshold bone="C_01">0.1</weight-threshold>
<weight-threshold bone="C_02">0.1</weight-threshold>
<weight-threshold bone="C_03">0.1</weight-threshold>
<weight-threshold bone="C_04">0.1</weight-threshold>
<weight-threshold bone="C_05">0.1</weight-threshold>
<weight-threshold bone="C_11">0.1</weight-threshold>
<weight-threshold bone="C_12">0.1</weight-threshold>
<weight-threshold bone="C_13">0.1</weight-threshold>
<weight-threshold bone="C_14">0.1</weight-threshold>
<weight-threshold bone="C_15">0.1</weight-threshold>
<weight-threshold bone="C_21">0.1</weight-threshold>
<weight-threshold bone="C_22">0.1</weight-threshold>
<weight-threshold bone="C_23">0.1</weight-threshold>
<weight-threshold bone="C_24">0.1</weight-threshold>
<weight-threshold bone="C_25">0.1</weight-threshold>
</per-vertex-shape>
</system>
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