The_XXI Posted January 11, 2025 Posted January 11, 2025 Is it possible to make the compression of the CBPC breast more jelly-like, without adding to the effect of sagging in a calm state?
traison Posted January 11, 2025 Posted January 11, 2025 (edited) I use rotation to simulate that, but in the end you're still limited to the amount of bones you have. If you're crazy, there's a 92 bone (as opposited to the 3 bones of typical setups) body on the Nexus. Edited January 11, 2025 by traison
The_XXI Posted January 11, 2025 Author Posted January 11, 2025 50 minutes ago, traison said: I use rotation to simulate that, but in the end you're still limited to the amount of bones you have. If you're crazy, there's a 92 bone (as opposited to the 3 bones of typical setups) body on the Nexus. Could you tell us more about the rotation and how to set it up?
traison Posted January 11, 2025 Posted January 11, 2025 (edited) Rotational stiffness: Should be high enough to not deform with gravity, but low enough to jiggle when moving. stiffnessXRot stiffnessYRot stiffnessZRot stiffness2XRot stiffness2YRot stiffness2ZRot Rotational damping: Velocity removed per tick where 0 is none and 1 is all. High enough to stop perpetual motion, low enough to allow a bounce or 2. dampingXRot dampingYRot dampingZRot Rotational range limits: Most likely in radians. XminoffsetRot YminoffsetRot ZminoffsetRot XmaxoffsetRot YmaxoffsetRot ZmaxoffsetRot Time scale: Tick is iterations per frame. Higher values prolong jiggle. Value should be between 0 and 8. Higher step values produce faster motion. Value should be between 0 and 0.8. timetickRot timeStepRot Linear force translation: Changes linear forces to rotational forces when linear limits are hit. linearXrotationX linearXrotationY linearXrotationZ linearYrotationX linearYrotationY linearYrotationZ linearZrotationX linearZrotationY linearZrotationZ Rotational force multipliers: rotationalX rotationalY rotationalZ Edited January 12, 2025 by traison
The_XXI Posted January 11, 2025 Author Posted January 11, 2025 20 minutes ago, traison said: Rotational stiffness: Should be high enough to not deform with gravity, but low enough to jiggle when moving. stiffnessXRot stiffnessYRot stiffnessZRot stiffness2XRot stiffness2YRot stiffness2ZRot Rotational damping: Velocity removed per tick where 0 is none and 1 is all. High enough to stop perpetual motion, low enough to allow a bounce or 2. dampingXRot dampingYRot dampingZRot Rotational range limits: Most likely in radians. XminoffsetRot YminoffsetRot ZminoffsetRot XmaxoffsetRot YmaxoffsetRot ZmaxoffsetRot Time scale: Tick is iterations per frame. Higher values prolong jiggle. Value should be between 0 and 0.8. Higher step values produce faster motion. Value should be between 0 and 0.8. timetickRot timeStepRot Linear force translation: Changes linear forces to rotational forces when linear limits are hit. linearXrotationX linearXrotationY linearXrotationZ linearYrotationX linearYrotationY linearYrotationZ linearZrotationX linearZrotationY linearZrotationZ Rotational force multipliers: rotationalX rotationalY rotationalZ Thanks, I'll try to figure it out.
traison Posted January 11, 2025 Posted January 11, 2025 Generally what I do when adjusting values is start by removing the noise. So for instance, if I was to adjust the rotational aspect I would: Potentially set linear forces to 0. Disable all linear force translation values. Potentially set all but one of the rotational forces to 0. Add features back one by one. This makes it easier to see when things start to go wrong. It also makes it obvious what is linear motion and what is rotational motion. I found myself adjusting linear forces when the problem was actually in rotational forces before I adopted this method. I'm not sure how practical that is if you have to do it with notepad (for example). I made myself an app with sliders that allows me to quickly adjust things. I would have gone insane by now, had I made all adjustments manually. The app is specifically made to generate presets for me, it won't be compatible with what you're using.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now