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Breast physics settings CBPC


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Posted (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 by traison
Posted
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?

Posted (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 by traison
Posted
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.

Posted

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:

  1. Potentially set linear forces to 0.
  2. Disable all linear force translation values.
  3. 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.

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