MerlinusTent Posted March 16, 2025 Posted March 16, 2025 Thanks! After a long week of trying, I think I finally got it! Here's a preview: https://jumpshare.com/s/SQzcUAw0M7qabx7szXXK Unfortunately, I found out that it's actually a lot harder to see in battle because animations are fast and the camera is zoomed out. I had to turn the jiggle up to pretty much max settings to notice it. Here's a preview of a battle where it is at least noticeable: https://jumpshare.com/s/he1DYCYrqCdTp4rwAB0N Well... I guess it is *something*, at least. Though my previous idea of having various jiggle level presets might not be so viable anymore if the lower jiggle level settings will be too subtle to notice... Anyways, I still plan to figure out a way to make this ("add bust jiggle" feature) easily usable by anyone that wants it. I'll experiment with it on a few new models first. So now I'll finally start again on making some more mods! 1
Scarecrow03 Posted March 16, 2025 Posted March 16, 2025 34 minutes ago, MerlinusTent said: Thanks! After a long week of trying, I think I finally got it! Here's a preview: https://jumpshare.com/s/SQzcUAw0M7qabx7szXXK Unfortunately, I found out that it's actually a lot harder to see in battle because animations are fast and the camera is zoomed out. I had to turn the jiggle up to pretty much max settings to notice it. Here's a preview of a battle where it is at least noticeable: https://jumpshare.com/s/he1DYCYrqCdTp4rwAB0N Well... I guess it is *something*, at least. Though my previous idea of having various jiggle level presets might not be so viable anymore if the lower jiggle level settings will be too subtle to notice... Anyways, I still plan to figure out a way to make this ("add bust jiggle" feature) easily usable by anyone that wants it. I'll experiment with it on a few new models first. So now I'll finally start again on making some more mods! I think it looks great, would this work with any existing mod?
ss8088 Posted March 17, 2025 Posted March 17, 2025 9 hours ago, MerlinusTent said: Thanks! After a long week of trying, I think I finally got it! Here's a preview: https://jumpshare.com/s/SQzcUAw0M7qabx7szXXK Unfortunately, I found out that it's actually a lot harder to see in battle because animations are fast and the camera is zoomed out. I had to turn the jiggle up to pretty much max settings to notice it. Here's a preview of a battle where it is at least noticeable: https://jumpshare.com/s/he1DYCYrqCdTp4rwAB0N Well... I guess it is *something*, at least. Though my previous idea of having various jiggle level presets might not be so viable anymore if the lower jiggle level settings will be too subtle to notice... Anyways, I still plan to figure out a way to make this ("add bust jiggle" feature) easily usable by anyone that wants it. I'll experiment with it on a few new models first. So now I'll finally start again on making some more mods! Great work! Hope to see your new models.
MerlinusTent Posted March 17, 2025 Posted March 17, 2025 Thanks!! 9 hours ago, Scarecrow03 said: I think it looks great, would this work with any existing mod? So the jiggle physics work is not a mod on its own. Rather, it's something a mod creator does to add jiggle physics into the mod. So, my *ideal* future situation is that I'd release some tools (script and/or Unity package) for easily adding bust jiggle. Then any mod creator who wanted this feature would just then need to: 1) At the end of modeling in Blender, run a script or two to set up the spring bones properly 2) Right before building in Unity, click a "One-Click Add Bust Jiggle" button to set it up in Unity And then hopefully it should work! (ideally) So to answer your question directly - No, existing mods would not just get bust physics for free. A mod creator would need to create (or recreate) their mod and do the extra steps
MisterDangerous Posted March 21, 2025 Posted March 21, 2025 I didn't think it would be possible but you pulled it off. Very cool! Would you be willing to share the one jiggly model you demo'd? I'd love to try it out.
MerlinusTent Posted March 23, 2025 Posted March 23, 2025 On 3/20/2025 at 9:43 PM, MisterDangerous said: I didn't think it would be possible but you pulled it off. Very cool! Would you be willing to share the one jiggly model you demo'd? I'd love to try it out. Thanks! And ah, you just want to try out the demo model? Sure, I *think* this is it (I hope so, because if it is not, then I've already saved over it): BaseZephiaWithSpringBonesTest.7z It's a Cobalt mod, so make sure you have that. It adds a new costume to the shop named "Naked" (though it isn't actually naked). Let me know how it goes for you! In other news, I have progress on my next mod! This will be a collection of (skimpy) outfits to replace the default class outfits. I'm planning on starting out on the tamer side and will ramp up slowly. In my head, I've been classifying these ideas as "Skimpy Tier 1", which I'm meaning that they are skimpier than normal, but still reasonable enough that you could theoretically imagine someone wearing it in real life (like at an anime convention). No fully exposed private parts for now. Here is a preview of my first model, which will replace the Thief class Spoiler I also would like to do some sort of "bikini armor" for the armor classes, but haven't decided on how exactly yet. Those will probably be the most "customized" models. The rest will likely just be simple trimmings of the default models. 2
D02836115 Posted March 23, 2025 Posted March 23, 2025 17 hours ago, MerlinusTent said: Thanks! And ah, you just want to try out the demo model? Sure, I *think* this is it (I hope so, because if it is not, then I've already saved over it): BaseZephiaWithSpringBonesTest.7z It's a Cobalt mod, so make sure you have that. It adds a new costume to the shop named "Naked" (though it isn't actually naked). Let me know how it goes for you! In other news, I have progress on my next mod! This will be a collection of (skimpy) outfits to replace the default class outfits. I'm planning on starting out on the tamer side and will ramp up slowly. In my head, I've been classifying these ideas as "Skimpy Tier 1", which I'm meaning that they are skimpier than normal, but still reasonable enough that you could theoretically imagine someone wearing it in real life (like at an anime convention). No fully exposed private parts for now. Here is a preview of my first model, which will replace the Thief class Reveal hidden contents I also would like to do some sort of "bikini armor" for the armor classes, but haven't decided on how exactly yet. Those will probably be the most "customized" models. The rest will likely just be simple trimmings of the default models. Congratz on the progression. I think it's about time I leave this forum in your hands now.
MerlinusTent Posted March 25, 2025 Posted March 25, 2025 On 3/23/2025 at 5:20 PM, D02836115 said: Congratz on the progression. I think it's about time I leave this forum in your hands now. Oh no! Does that mean you'll be leaving this forum (or at least taking a break)? Thanks for all your help so far and for helping everyone here!
D02836115 Posted March 25, 2025 Posted March 25, 2025 40 minutes ago, MerlinusTent said: Oh no! Does that mean you'll be leaving this forum (or at least taking a break)? Thanks for all your help so far and for helping everyone here! I will be around if anyone needs me.
MerlinusTent Posted March 26, 2025 Posted March 26, 2025 Ok, making a little more progress. I've started on the armor knights now. A few months ago, during a discussion about "bikini armor", the vote here was in favor of "promoting means less armor". Well then, to use as a baseline (and in order to have more armor to take off), here is what I'm doing for the unpromoted sword/lance/axe armor class. Spoiler 1
トトロ Posted March 28, 2025 Posted March 28, 2025 It's been a while. Thanks to the volunteers, people are always enjoying the mods here. I prefer clothed semi-nude skins, and I particularly love skins that let you see what's under a skirt. So I have one request, or should I say advice: is it possible to create a skin with these skins that covers the chest (with a jacket on) and wears a miniskirt or something similar? Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it.
トトロ Posted March 28, 2025 Posted March 28, 2025 Just now, トトロ said: お久しぶりです。有志の方々のおかげで、ここのMODはいつも楽しんでいただいています。私は服を着たセミヌードのスキンが好きで、特にスカートの下が見えるスキンが大好きです。そこで一つお願いというかアドバイスなのですが、これらのスキンで胸元を隠して(ジャケットを着て)ミニスカートなどを履くスキンは作れないでしょうか?また、できればスカートの下にパンツがあると嬉しいです。もしくは私の条件に合うスキンMODをお持ちの方がいらっしゃいましたら紹介していただけると嬉しいです。 3
トトロ Posted March 28, 2025 Posted March 28, 2025 Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it.
MerlinusTent Posted March 30, 2025 Posted March 30, 2025 On 3/27/2025 at 11:26 PM, トトロ said: It's been a while. Thanks to the volunteers, people are always enjoying the mods here. I prefer clothed semi-nude skins, and I particularly love skins that let you see what's under a skirt. So I have one request, or should I say advice: is it possible to create a skin with these skins that covers the chest (with a jacket on) and wears a miniskirt or something similar? Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it. 初めまして! Hmm, I think I could be interested in trying to make a miniskirt for one of my upcoming classes. Just to let you know, I'm currently working on slightly skimpier versions of the default class outfits. I'm working on the armor classes (Armor knight, General, and Great Knight) right now, but after that, I don't really have anything planned and would be open for suggestions. Maybe a miniskirt could be appropriate for one of the mage classes? Or maybe a flier class? Or if you want to suggest another class, feel free to and I'll at least consider it! I saw your next message had a lot of pictures of cool mods, but I didn't quite understand if you had a question about it or something. Are those mods from earlier in this thread and you were wondering where to get them? (If so, maybe you can try Scarecrow's link from the previous page. I haven't checked it myself, but it sounds like he collected a bunch of mods from this thread and put them together in one download) On 3/27/2025 at 11:28 PM, トトロ said: Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it. By the way, it's good that you showed your original Japanese text before translation. I was confused at first why you wanted to see "pants" (ズボン) underneath a skirt, but it makes a lot more sense that you want to see "パンツ" underneath!
MerlinusTent Posted March 30, 2025 Posted March 30, 2025 Oh yeah, I meant to post another update for today. Here is my attempt at a skimpier General: Spoiler (I'm not sure if I actually delivered on the promise of promotion ==> less armor, but at least it's a bit more form fitting than the previous knight class?) 2
MerlinusTent Posted March 31, 2025 Posted March 31, 2025 Another update today. Here's Great Knight! Now the three armor classes are done Spoiler 2
Guest Posted March 31, 2025 Posted March 31, 2025 (edited) 4 hours ago, MerlinusTent said: Another update today. Here's Great Knight! Now the three armor classes are done Reveal hidden contents The real fire emblem were the sexy outfits we reclassed into along the way. Anyways fantastic work as always. Edited March 31, 2025 by Hugh Neutron
MerlinusTent Posted April 10, 2025 Posted April 10, 2025 (edited) Next is Pegasus Knight Spoiler I also went back and added map models to the classes I had done previously Spoiler Edited April 10, 2025 by MerlinusTent
Obligitury Posted April 10, 2025 Posted April 10, 2025 always feels like a shame the riders dont have skirts short enough for easy butt shots. regardless the outfit is still very nice~
MerlinusTent Posted April 11, 2025 Posted April 11, 2025 Thanks! And hmm... short skirts, eh? Maybe that can be remedied. I'm going to work on Griffin Knight next. I might try it on that.
hellooqaqq Posted April 11, 2025 Posted April 11, 2025 On 2025. 3. 28. at 오후 12시 27분, トトロ said: I love the character skin modes in this picture. I want to know the source
Plx2245 Posted April 11, 2025 Posted April 11, 2025 On 3/16/2025 at 11:13 AM, MerlinusTent said: Thanks! After a long week of trying, I think I finally got it! Here's a preview: https://jumpshare.com/s/SQzcUAw0M7qabx7szXXK Unfortunately, I found out that it's actually a lot harder to see in battle because animations are fast and the camera is zoomed out. I had to turn the jiggle up to pretty much max settings to notice it. Here's a preview of a battle where it is at least noticeable: https://jumpshare.com/s/he1DYCYrqCdTp4rwAB0N Well... I guess it is *something*, at least. Though my previous idea of having various jiggle level presets might not be so viable anymore if the lower jiggle level settings will be too subtle to notice... Anyways, I still plan to figure out a way to make this ("add bust jiggle" feature) easily usable by anyone that wants it. I'll experiment with it on a few new models first. So now I'll finally start again on making some more mods! Plx here, I made an account just to reply to this and clear the air a bit about spring bones The spring bones in Engage are a very basic implementation, they move like crazy unless you set the stiffness very high and that's the reason that most of the bones use angle limits to keep them in check. So if your bust physics are barely noticeable then your issue is most likely the weights assigned to the spring bone, your angle limits are too strict, or bone is pivoting at a bad angle. As an aside, If you're normalizing the weights you should make sure that you lock the l_bust and r_bust vertex groups. If those weights get reduced then the bust scaling from the asset table will not be consistent when characters wear the modded outfit. As far as I'm aware the weights don't need to be normalized in Unity. For bust physics It might work fine to just duplicate the l_bust and r_bust vertex groups then just rename the vertex group to match your new springbone. You can also try adjusting the bones so that they match the position of the bust correctly. For reference on spring bone settings the stiffness on the bust joints for my Noire mod is set at 300 and they still jiggle from slight movements It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones Lastly, I'd highly recommend reaching out in the Fire Emblem Divorce discord for technical details. If it's NSFW then the Fire Emblem Hacks & Mods discord has an NSFW channel. 1
MerlinusTent Posted April 12, 2025 Posted April 12, 2025 18 hours ago, hellooqaqq said: I love the character skin modes in this picture. I want to know the source Err... Unfortunately I'm not sure where those came from... They kind of look like they could've been mods from the early days of this thread (maybe first 20 or so pages?) but I really don't know. A few pages back, there was a user that claimed they gathered the old mods from this thread together into a single download. Maybe you can try seeing if that has it? 7 hours ago, Plx2245 said: Plx here, I made an account just to reply to this and clear the air a bit about spring bones The spring bones in Engage are a very basic implementation, they move like crazy unless you set the stiffness very high and that's the reason that most of the bones use angle limits to keep them in check. So if your bust physics are barely noticeable then your issue is most likely the weights assigned to the spring bone, your angle limits are too strict, or bone is pivoting at a bad angle. As an aside, If you're normalizing the weights you should make sure that you lock the l_bust and r_bust vertex groups. If those weights get reduced then the bust scaling from the asset table will not be consistent when characters wear the modded outfit. As far as I'm aware the weights don't need to be normalized in Unity. For bust physics It might work fine to just duplicate the l_bust and r_bust vertex groups then just rename the vertex group to match your new springbone. You can also try adjusting the bones so that they match the position of the bust correctly. For reference on spring bone settings the stiffness on the bust joints for my Noire mod is set at 300 and they still jiggle from slight movements It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones Lastly, I'd highly recommend reaching out in the Fire Emblem Divorce discord for technical details. If it's NSFW then the Fire Emblem Hacks & Mods discord has an NSFW channel. Thanks @Plx2245! And welcome! So I did end up getting this working by setting stiffness values very low, but can I compare Spring Bone values with you? To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... Anyways, I'm curious about the spring bone value you used to get the effect you're showing in your gif. Spring Bone default settings look like the following, right? The normal settings I'm trying only change the defaults in this way: Angular Stiffness: 100 -> 1 Drag Force: 0.4 -> 0.15 Personally, I felt that the default settings were too stiff (couldn't really see anything moving), so I needed to turn stuff down. I don't think changing Angular Stiffness had any noticeable difference for me, but changing Drag Force was definitely noticeable. So I ended up reducing Drag Force until I could get some bouncy movement. When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? Also, do you use Gravity (from Spring Job Manager) for your bust physics? I tried out the default Y=-10 gravity, and sometimes I think I see the boobs SAG when loading in! "It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones" I forget if I mentioned it yet on this thread, but I'm doing bust physics like this: https://github.com/LevnLime/EngageTools/tree/master/JigglePhysics (Thanks for advertising the Fire Emblem Divorce discord! I hope more people from here join. There's a NSFW channel in there as well)
D02836115 Posted April 12, 2025 Posted April 12, 2025 59 minutes ago, MerlinusTent said: Err... Unfortunately I'm not sure where those came from... They kind of look like they could've been mods from the early days of this thread (maybe first 20 or so pages?) but I really don't know. A few pages back, there was a user that claimed they gathered the old mods from this thread together into a single download. Maybe you can try seeing if that has it? Thanks @Plx2245! And welcome! So I did end up getting this working by setting stiffness values very low, but can I compare Spring Bone values with you? To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... Anyways, I'm curious about the spring bone value you used to get the effect you're showing in your gif. Spring Bone default settings look like the following, right? The normal settings I'm trying only change the defaults in this way: Angular Stiffness: 100 -> 1 Drag Force: 0.4 -> 0.15 Personally, I felt that the default settings were too stiff (couldn't really see anything moving), so I needed to turn stuff down. I don't think changing Angular Stiffness had any noticeable difference for me, but changing Drag Force was definitely noticeable. So I ended up reducing Drag Force until I could get some bouncy movement. When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? Also, do you use Gravity (from Spring Job Manager) for your bust physics? I tried out the default Y=-10 gravity, and sometimes I think I see the boobs SAG when loading in! "It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones" I forget if I mentioned it yet on this thread, but I'm doing bust physics like this: https://github.com/LevnLime/EngageTools/tree/master/JigglePhysics (Thanks for advertising the Fire Emblem Divorce discord! I hope more people from here join. There's a NSFW channel in there as well) Spring Bones correlate with the weights of the model. If you reduce the weight of the bust, it will require Spring Bone values (stiffness, drag force, spring force, etc.) of a higher caliber to compensate for the weaker weights, and vice versa. You will have to determine how much "jiggle" you prefer, and then set that as a baseline, which will help normalize the values you use for the Spring Bone in Unity. Setting this foundation will definitely make whatever script you plan to implement much more universal. Another thing to consider is that most models (if not all) will not have the same Spring Manager/Bones in the same position, scale, rotation. As long as you can ensure with certainty that your script can add the same Spring Bones to the model every time, I believe you have a good script at hand. Gravity-wise...should really only be used on Saphir...I kid.
Plx2245 Posted April 12, 2025 Posted April 12, 2025 1 hour ago, MerlinusTent said: To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... Well there's a couple of problems with that approach: The bust bones in the engage armature aren't properly positioned to move the bust, because they don't do that. If you copy their positioning your spring is perpendicular to the direction of the bust Springbones need to have an end bone, they won't function correctly without valid child bones. I suspect this is because unity only tracks transforms as coordinates, so it doesn't know where the bone terminates unless there's a child bone to reference against (the head of the child bone is the tail of the parent bone, assuming they are connected) 1 hour ago, MerlinusTent said: When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? Yes, stiffness force is at 300. Like I said above the settings won't matter much because there's an issue with your armature, but Just for reference the other settings I used for Noire are as follows: Drag - 0.2 Angular stiffness - 300 angle limits - negative 10 to positive 10 on both z and y
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