Karna5 Posted December 2, 2016 Posted December 2, 2016 Today I did some tests to see if I could make the ESP control the bone data scaling with breast physics. I tried setting the BSMS values large, and then I tried setting them to zero, but there was no difference that I could see in behavior. To properly compare I set up three mannequins side by side and dressed them with the following outfits, all using the same bodyslide preset. Left: Outfit which tries to override the bone weight scaling Middle: Outfit which does not try to change anything with bone weights Right: Control, no outfit at all, thus using the regular nude female body. I also used bullet time to slow time during much of the test so I could see the movements more easily. Please note the video is not intended to be salacious, entertaining or even peaceful. It's just a video of my test
bluedog Posted December 3, 2016 Posted December 3, 2016 Thanks for the comparison. These physics are similar to what I am getting and I am hoping that we can make it better. As I said in the other post, for me the issue is dampening. The breast behave like cloth, not like human flesh at .9 g. The question I posed was whether we could create new physics bones on the skeleton, replacing some of the existing scaling bones so that we stay within the 4 bones / vertex limitation. Of course I am very new at this. My approach (albeit a thought exercise at this point) is to create a jiggle deformer and substitute it in for a scaling bone. I suppose that editing the hkx in the jiggle deformer may be just as difficult as editing the hkx on the cloth bone. I am very unclear about the topology about the topology of the FO4 joints rig, but perhaps we all are a little in the dark about it.
Mistle Posted December 5, 2016 Posted December 5, 2016 Noticing the breast crush on the right model, the middle doesn't look to bad and the left seemed to be the better of the three least from what I have seen in this test video. Awesome work on this .
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