XaiJu
everlaster
everlaster

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Naturalis v1.4-alpha13 (91.var)

Update: v1.4-alpha13b https://www.patreon.com/posts/114356219

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Hello. The soft physics driven morphing system is now technically mostly complete. Note: glute hard colliders are disabled in the video.

Since the last WIP post, there's been a lot of improvements to the system, the major ones being:

The system still needs much more functionality to be considered fully complete. Custom morphs separate from the g-force morphs are needed, and the system needs to adapt to different amounts of g-force currently acting on the glute so that the change in shape is more appropriate for different poses. The Configuration UI needs to be expanded upon, and configuring custom morphs on the user end needs to be implemented (same requirement still exists in Shapeshift, will be implemented at the same time). Also, it is likely that the system needs adapting to work ideally with breasts.

BootyMagic's Morphs tab has some controls for you to play around with:

These default values produce the behavior shown in the video. The mass, spring and damper parameters can be quite finicky, and you can easily make the morphs oscillate uncontrollably if you have too much or too little of anything - try small steps.

The Modifier sliders define a maximum for each parameter, they multiply the value (e.g. Damper modifier 2.00 produces 30 * 2 = 60 damper) in proportion to the amount that you're pushing the soft physics joints in. I found that it improved the stability and overall visual quality and feel of the morph animation to have some dynamic effect. The damper modifier is the most important one, it stabilizes the morphs when you statically push against the mesh, while also allowing the morphs to jiggle when you release and let them return to zero.

Hard colliders can be turned off

Breast hard colliders can only be turned off via the plugin (UI or trigger) while TittyMagic is enabled (prevents preset loads from turning off the breast hard colliders checkbox in VAM's F Breast Physics tab).

Glute hard colliders are off by default. The collision morphing system doesn't need them. And not using them prevents issues such as colliders being pulled outside of the mesh by colliding objects, and "jumps" in the glute joint's rotation when touching the skin due to individual colliders losing contact. Turning them off is also a slight performance improvement.

Zero-g gravity simulation

Other changes

Fixes & other

It is getting a bit late so I will write up the Hub post tomorrow :)

Enjoy the new release, and let me know if there's any issue! I'm particularly wary of potential issues relating to hard colliders now that it's possible to disable them. I did do thorough testing on my end but that's never stopped me from introducing bugs before 😅

-everlaster

Naturalis v1.4-alpha13 (91.var)

Comments

Haha, that was a pretty quick take after many hours of alternating between code, testing similar to what's shown in the video, and tweaking the sliders in the UI.

everlaster

ngl, you definitely had a lot of fun recording that demo :D

troochNSFW

You rock

Logovore

If you notice the behavior is much more dampened on your end compared to the video, make sure your Physics Rate is at 60 in VAM user preferences. I need to test other refresh rates and put out a fix that ensures the behavior is visually similar as on 60 Hz.

everlaster

Thank you very much as well for the post description. Very usefull and accrate informations for cases of use (ex: animation). Keep on going !

Pan-da!

Nobel Price !

Pan-da!

Fixed and link updated on the membership tab & sent via DM :)

everlaster

Fixing the var... Will replace it soon. Apologies... Compile of everlaster.Naturalis.91:/Custom/Scripts/everlaster/Naturalis/Naturalis.cslist failed. Exception: System.Security.SecurityException: Security Check Failed (NamespaceRestriction)

everlaster


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