Blabba i have been playing around with this some more and I have gotten a lot of it down, least well enough. I am curious on one thing which I have not been able to figure out. What effects the amount of the first bounce. I am assuming gravity and mass? but anything else?
Define "amount of first bounce".
90% of the time when I hear people messing with the gravity factor (It's not actual Gravity! It's a multiple by which the havok world gravity is used in the calculations!). Or time factor, or mass. Their just messing around not understanding how physics in games are implemented.
All these variables are interdependant upon each other for ALL physics calculations. They affect all types of movements + Positional information from between frames via animation file.
Changing those values will in essence only do 2 types of changes. They will increase force/speed/magnitude of the effect. Or they will decrease
With the noteable exception of:
Restitution (This is what controls elasticity of the object)
Penetration Depth (Not shown by JFF, but maximum error percentage allowed for colliding RB's)
Damping (Only applicable if the object has some level of elasticity)
Now with programmed physics, you need to define your co-ordinate spaces and "constrain" the amount of movement by providing max's/min's.
This is done in JFF via the constraints tab.
I'd say that most of the time when people want to edit bounce, what they really want is to better define max/min amount of movement of breasts in X/Y/Z and their Max/Min Rotation on all 3 axis as well.
The rest of the time when people will want to edit bounce, like achieve more rotation in their bounce, or get the breasts to rotate while moving along a certain axis will require an animation edit to actually get that type of movement flawlessly.
There's like a 1% chance anybody has a legitimate reason to dick around with Gravity, Inertia Tensors, etc.. that they see on the main edit page of JFF for RB's.