INCLUDED
INSTALLATION
Download into your VaM\AddonPackages directory
Open Demo scene.
or
Add Chewing Gum Clothing and Chewing Gum script to person. Open script panel to control actions.
KNOWN ISSUES
Depending on the facial/teeth morph of your girl, there might be some distortion on the bubble.
Kinda exploiting the cloth physics to simulate the popping action, so introducing new physics (ie. touching it, movement, etc..) will cause unpredictable popping results.
Script will disable tongue collision so you will have to reload script if you load or reset the person's pose and/or looks.
If you do a Forced Reload on the Chewing Gum clothing, the script will not work because of the VaM bug that removes the material option when Forced Reload.
NOTES
I was finish with this and was ready to release last week, BUT on the final test of the addonpackage, I notice the collision trigger was off. Not only was it off on the Default person, but pretty much off for any looks I load. I thought it was an error in my math. It took me a full day to realize the error wasn't my math, but that I didn't take into account the person's scale.
I forgot that clothing scale down/up with the person, so I only set it to scale/move on default 1 scale. So the collision trigger will be bigger and further out on a 0.9 scale person. Reverse on a 1.1 scale person.
Got that sorted, THEN I realized, "what if she moves?"
So I have to code it so the collision trigger still moves with the head, WHILE moving forward and scaling up.
Now I'm sure there's an elegant code/formula to have track the head while moving forward, but I just couldn't figure it out. You can't move it while it's parented, so I basically moved it forward, parent it, moved it forward, parent it, etc.. I got pretty close but the trigger was always off at the end due to all the lag. So instead of wasting more time, I just did the dummy thing. I created a dummy atom that would parent the head with the forward offset and then transfer that to the collision trigger. I couldn't do that with the collision trigger cause it would collide with the head and set it off and toggling collision on/off was hit or miss, so this was a nice work around.
Now, a week later it works (almost) perfectly. The collision trigger now tracks and sits dead center.
This also exploit the cloth physics to simulate it popping. Almost like when too much collision causes the person to explode. Adding addition physics to it will cause unpredictable explosions (you can see some of it in the preview video) The friction also adds a nice 'stickiness' to the pop bubble, just like regular gum.
Again, I tried to make this as simple as possible, just 2 steps to get it working. Adding the clothing & the script. The script will create a collision trigger so you can pop the bubble with anything with collider. It also disable Tongue collision because it just distort the whole mouth. So instead of a tight pucker with tongue poking out, the tongue collider will force the mouth open. Turn it on and you'll notice the how much it forces the pucker lips apart.
You can add you own sounds via Scene Audio and it will show up as options in the script (make sure to reload the script after adding audio) I've included some royalty free sound files for the 3 basic sound cues.
When you disable the script, all the morphs it uses so return to zero and removing the script will do the same and remove the collision trigger.
Credits
Made everything from scratch.
Model is work in progress, outfit is my D.Va Swimsuit and Bracey Face Redux
