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 ropes/constraints? 
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I have the next 17 or so days off and am looking to put work into some modding. Has anyone looked into the viability of ropes and/or custom chains+restraints? If it's not entirely possible at this point, I'd like to not waste time if possible and work on other things, but if this is something that the community or xpadmin says is viable, then I'd like to start getting my hands dirty. If it is viable, and someone has already started work on it, please feel free to reach out to me for free labor!

Any insight is most appreciated!

ty,
rh


Thu Dec 18, 2014 2:57 am
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I have modeled some cuffs which are intended to work with the stocks mechanism. See a picture of them here:
viewtopic.php?f=22&t=3489

I am sorry i cant try to make them work, still waiting to buy v3 with psc...

The idea is to use the stock and the clamp game object with that mesh. On "pin action" they close. Clicking the bolt will result in lock.


Thu Dec 18, 2014 8:14 am
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At the moment we are still figuring out whats possible with the current release and what's not.

At this stage (hard to say aslong as the modding wiki isn't up) it looks to me that things that already exist in the game will be possible to mod. So basically new versions of whats in the game.
Other things like cuffs, leashes or gags will possibly be added at some stage as part of characters (like the shoes, socks, glasses etc)

A freely appliable rope is probably not possible, as the physics engine has its limitations.

Quote:
The idea is to use the stock and the clamp game object with that mesh. On "pin action" they close. Clicking the bolt will result in lock.


I wonder if it's possible to spawn objects at runtime, I guess it must be, somehow. (xpadmin?)
You set the cuffs up so they are exactly at the right spot when the girl is in the stocks pose. Might try this later.
I'm afraid pin action is not possible atm.


Thu Dec 18, 2014 10:15 am
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I would say that eventually cuffs will definitely be doable. We just don't have all the tutorials and knowledge yet to make it happen.

It should theoretically be possible to have the cuffs animate a 'closing' animation that will lock around a girl's wrist and then allow the wrist to be moved, much like you can attach a clip to a nipple and then pull the nipple using the other end of the chain.


Thu Dec 18, 2014 6:09 pm
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Really? And what object class would you assign for your part in init.dat?


Thu Dec 18, 2014 9:08 pm
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The clamp class. It has an animation ehich opens the clamps, why not using this animation for opening the cuffs? You need to know the rig architecture of the clamps, if you got the source model and source animation it could be done...


Thu Dec 18, 2014 9:14 pm
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It could work, but I expect that cuffs will have to be pinned to a very specific face of the body mesh in order to work right.
I might be able to find out how an ini you need to make clamps needs to look, but I'm not sure.


Thu Dec 18, 2014 9:22 pm
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Just dont use pinning. Just open and close them with the animation. Use them like real cuffs.^^


Thu Dec 18, 2014 9:24 pm
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rezzabae wrote:
Just dont use pinning. Just open and close them with the animation. Use them like real cuffs.^^


Technically if the mesh and collision mesh have a hole, you should be able to do this exact thing. You just have to animate the collision mesh as well....


Thu Dec 18, 2014 9:42 pm
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And how do you close them without the pinning? :)


Thu Dec 18, 2014 10:17 pm
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