今回のポイント
- Skyrim LE用の装備です。
- 体型はSeveNBase Bombshell Nudeのようです。
- BodySlideのデータは付属していません。
- CBBE 3BA化します。
- スカートとマントをヒラヒラさせます。
Skyrim SEに変換してBodySlide化して体型を変換する
やり方は過去の記事に全部書いてあります。面倒なので省略。
HDT-SMPでヒラヒラさせる
Simple Skirtのスカートを使ってweightをコピーします。
今回は2箇所をヒラヒラさせたいので、Simple SkirtのShape Dataをコピーして、2つ用意します。
1つはNifScopeで開いて、スカート用WeightのボーンであるDress Left F 1~Dress Right B 5の名前をすべて変更します。Outer Dress F 1~Outer Dress Right B 5という名前にしました。
スカートとマントは同じShapeになっていますので、マスクをかけて分割します。スカートだけにマスクをかけるのが難しいですが、なんとかします。
あとはSimple SkirtのShapeを2つ読み込んで、Weightをコピーするだけです。
XMLを用意する
こちらになります。
FF12AsheOutfit.xml (xml)
<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
<!-- 以下のボーンは設定なし -->
<!-- 身体のボーン -->
<bone name="R Breast01"/>
<bone name="L Breast01"/>
<bone name="R Breast02"/>
<bone name="L Breast02"/>
<bone name="R Breast03"/>
<bone name="L Breast03"/>
<bone name="NPC L Breast"/>
<bone name="NPC R Breast"/>
<bone name="NPC L Breast01"/>
<bone name="NPC R Breast01"/>
<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 ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC R UpperArm [RUar]"/>
<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 L Thigh [LThg]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R RearCalf [RrClf]"/>
<bone name="NPC L RearCalf [LrClf]"/>
<bone name="NPC L FrontThigh"/>
<bone name="NPC R FrontThigh"/>
<bone name="NPC L RearThigh"/>
<bone name="NPC R RearThigh"/>
<bone name="NPC L Butt"/>
<bone name="NPC R Butt"/>
<bone name="NPC L Pussy02"/>
<bone name="NPC R Pussy02"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC RT Anus2"/>
<bone name="NPC LT Anus2"/>
<bone name="NPC LB Anus2"/>
<bone name="NPC RB Anus2"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Belly"/>
<bone name="Clitoral1"/>
<bone name="VaginaDeep1"/>
<!-- マントのボーン(一番上の腰の部分) -->
<bone name="Dress Left F 1" />
<bone name="Dress Left B 1" />
<bone name="Dress Right F 1" />
<bone name="Dress Right B 1" />
<!-- スカートのボーン(一番上の腰の部分) -->
<bone name="Outer Dress Left F 1" />
<bone name="Outer Dress Left B 1" />
<bone name="Outer Dress Right F 1" />
<bone name="Outer Dress Right B 1" />
<!-- 以下のボーンの設定 -->
<bone-default>
<mass>1.5</mass>
<inertia x="25" y="25" z="25" />
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.9</linearDamping>
<angularDamping>0.9</angularDamping>
<friction>0.1</friction>
<rollingFriction>0.5</rollingFriction>
<restitution>0.5</restitution>
<margin-multiplier>1</margin-multiplier>
</bone-default>
<!-- マントのボーン(一番上の腰の部分) -->
<bone name="Dress Left F 2" />
<bone name="Dress Left F 3" />
<bone name="Dress Left F 4" />
<bone name="Dress Left B 2" />
<bone name="Dress Left B 3" />
<bone name="Dress Left B 4" />
<bone name="Dress Left B 5" />
<bone name="Dress Right F 2" />
<bone name="Dress Right F 3" />
<bone name="Dress Right F 4" />
<bone name="Dress Right B 2" />
<bone name="Dress Right B 3" />
<bone name="Dress Right B 4" />
<bone name="Dress Right B 5" />
<!-- スカートのボーン(2番目以降、裾にむかって2~5) -->
<bone name="Outer Dress Left F 2" />
<bone name="Outer Dress Left F 3" />
<bone name="Outer Dress Left F 4" />
<bone name="Outer Dress Left B 2" />
<bone name="Outer Dress Left B 3" />
<bone name="Outer Dress Left B 4" />
<bone name="Outer Dress Left B 5" />
<bone name="Outer Dress Right F 2" />
<bone name="Outer Dress Right F 3" />
<bone name="Outer Dress Right F 4" />
<bone name="Outer Dress Right B 2" />
<bone name="Outer Dress Right B 3" />
<bone name="Outer Dress Right B 4" />
<bone name="Outer Dress Right B 5" />
<!-- 仮想地面のshape -->
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<prenetration>10</prenetration>
<tag>ground</tag>
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<!-- 太もも衝突判定用のshape -->
<per-triangle-shape name="CollisionLegs">
<margin>0.1</margin>
<penetration>0.5</penetration>
<tag>legs</tag>
<no-collide-with-tag>legs</no-collide-with-tag>
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<no-collide-with-tag>m9</no-collide-with-tag>
<no-collide-with-tag>vbd</no-collide-with-tag>
<no-collide-with-tag>cloth</no-collide-with-tag>
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<no-collide-with-tag>VBody</no-collide-with-tag>
<no-collide-with-tag>VBD</no-collide-with-tag>
<no-collide-with-tag>VB</no-collide-with-tag>
<no-collide-with-tag>vb</no-collide-with-tag>
<no-collide-with-tag>BD</no-collide-with-tag>
<no-collide-with-tag>HD</no-collide-with-tag>
</per-triangle-shape>
<!-- 外側のマントのshape -->
<per-triangle-shape name="Cloth1">
<margin>0.1</margin>
<penetration>0</penetration>
<no-collide-with-tag>Cloth1</no-collide-with-tag>
<no-collide-with-tag>Cloth3</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>Labia</no-collide-with-tag>
<no-collide-with-tag>Lbreast</no-collide-with-tag>
<no-collide-with-tag>Rbreast</no-collide-with-tag>
<no-collide-with-tag>Belly</no-collide-with-tag>
<no-collide-with-tag>3BCA_Br</no-collide-with-tag>
<no-collide-with-tag>3BCA_B</no-collide-with-tag>
<no-collide-with-tag>3BCA_V</no-collide-with-tag>
<no-collide-with-tag>3BCA_A</no-collide-with-tag>
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<no-collide-with-tag>3BCA_L</no-collide-with-tag>
<no-collide-with-tag>VirtualBreasts</no-collide-with-tag>
<no-collide-with-tag>VirtualArms</no-collide-with-tag>
<no-collide-with-tag>VirtualLegs</no-collide-with-tag>
<no-collide-with-tag>VirtualHead</no-collide-with-tag>
<no-collide-with-tag>VirtualButt</no-collide-with-tag>
<no-collide-with-tag>VirtualVagina</no-collide-with-tag>
<no-collide-with-tag>VirtualHands</no-collide-with-tag>
<no-collide-with-tag>aa1</no-collide-with-tag>
<no-collide-with-tag>aa2</no-collide-with-tag>
<no-collide-with-tag>aa3</no-collide-with-tag>
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<no-collide-with-tag>HD</no-collide-with-tag>
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<per-triangle-shape name="Cloth3">
<margin>0.1</margin>
<penetration>0</penetration>
<tag>skirt</tag>
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<!-- マントのボーンの動きの設定 -->
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<!-- 内向きの可動範囲 -->
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<!-- 外向きの可動範囲 -->
<angularUpperLimit x="0.04" y="0.5" z="0.08" />
<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="Dress Left B 2" bodyB="Dress Left B 1">
<angularLowerLimit x="-0.01" y="-0.02" z="-0.02" />
<angularUpperLimit x="-0.01" y="-0.02" z="-0.02" />
</generic-constraint>
<generic-constraint bodyA="Dress Left B 3" bodyB="Dress Left B 2" />
<generic-constraint bodyA="Dress Left B 4" bodyB="Dress Left B 3" />
<generic-constraint bodyA="Dress Left B 5" bodyB="Dress Left B 4" />
</constraint-group>
<constraint-group>
<generic-constraint bodyA="Dress Right B 2" bodyB="Dress Right B 1">
<angularLowerLimit x="-0.01" y="-0.02" z="-0.02" />
<angularUpperLimit x="-0.01" y="-0.02" z="-0.02" />
</generic-constraint>
<generic-constraint bodyA="Dress Right B 3" bodyB="Dress Right B 2" />
<generic-constraint bodyA="Dress Right B 4" bodyB="Dress Right B 3" />
<generic-constraint bodyA="Dress Right B 5" bodyB="Dress Right B 4" />
</constraint-group>
<!--
<constraint-group>
<generic-constraint bodyA="Dress Left F 2" bodyB="Dress Left F 1" />
<generic-constraint bodyA="Dress Left F 3" bodyB="Dress Left F 2" />
<generic-constraint bodyA="Dress Left F 4" bodyB="Dress Left F 3" />
</constraint-group>
<constraint-group>
<generic-constraint bodyA="Dress Right F 2" bodyB="Dress Right F 1" />
<generic-constraint bodyA="Dress Right F 3" bodyB="Dress Right F 2" />
<generic-constraint bodyA="Dress Right F 4" bodyB="Dress Right F 3" />
</constraint-group>
-->
<!-- スカートのボーンの動きの設定 -->
<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" />
<!-- 内向きの可動範囲 -->
<angularLowerLimit x="-0.02" y="0" z="-0.02" />
<!-- 外向きの可動範囲 -->
<angularUpperLimit x="0.02" y="0.02" z="0.02" />
<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="Outer Dress Left B 2" bodyB="Outer Dress Left B 1" />
<generic-constraint bodyA="Outer Dress Left B 3" bodyB="Outer Dress Left B 2" />
<generic-constraint bodyA="Outer Dress Left B 4" bodyB="Outer Dress Left B 3" />
<generic-constraint bodyA="Outer Dress Left B 5" bodyB="Outer Dress Left B 4" />
</constraint-group>
<constraint-group>
<generic-constraint bodyA="Outer Dress Right B 2" bodyB="Outer Dress Right B 1" />
<generic-constraint bodyA="Outer Dress Right B 3" bodyB="Outer Dress Right B 2" />
<generic-constraint bodyA="Outer Dress Right B 4" bodyB="Outer Dress Right B 3" />
<generic-constraint bodyA="Outer Dress Right B 5" bodyB="Outer Dress Right B 4" />
</constraint-group>
<constraint-group>
<generic-constraint bodyA="Outer Dress Left F 2" bodyB="Outer Dress Left F 1">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
<generic-constraint bodyA="Outer Dress Left F 3" bodyB="Outer Dress Left F 2">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
<generic-constraint bodyA="Outer Dress Left F 4" bodyB="Outer Dress Left F 3">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
</constraint-group>
<constraint-group>
<generic-constraint bodyA="Outer Dress Right F 2" bodyB="Outer Dress Right F 1">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
<generic-constraint bodyA="Outer Dress Right F 3" bodyB="Outer Dress Right F 2">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
<generic-constraint bodyA="Outer Dress Right F 4" bodyB="Outer Dress Right F 3">
<angularLowerLimit x="-0.02" y="-0.5" z="-0.02" />
<angularUpperLimit x="0.02" y="0.5" z="0.02" />
</generic-constraint>
</constraint-group>
</system>
なぜボーンを2つ用意したのかというと、揺れ方の設定はボーンごとに決めるので、スカートとマントを違う動き方にしたい場合はボーン名を違うものにしないといけないからです。
スカートはかなりタイトなので、内側には動かないようにします。マントは大きく揺らしても大丈夫です。
スクリーンショット
スカートとマントは常に干渉する位置関係なので、コリジョンの設定はしない方がいいと思います。
スカートが内側へいくと、すぐにパンツがはみ出してしまいます。
胸の下側に隙間があるため、胸をZapスライダーで削ると何もない空間が見えてしまうため、クリッピングを防止できません。服を大きめに盛り上げてゆったりさせないと下乳が出てしまいます。