Small animation progress update
Added 2022-03-10 23:15:22 +0000 UTCAfter implementing physical bones and shafts, it felt natural to move on to physical balls. So that's what I've been working on this past week. Finally got to the point where I could test things out.
Here (in the linked/attached video) I'm playing around with some settings, seeing how the parameters affect the simulation.
This time around, we're using a more complex setup than in our previous project. Here, each ball is simulated individually, with a spring attached between them to limit the distance (rather than having a single sphere represent them both), leading to more physically correct behaviour.
The inflated state is user configured, so you could configure something else if you want. (The default state is also user configurable.)
Will definitely do more tweaking but I think it's looking rather promising so far!
All the best.
- odes
Comments
There isn't that much to clip with in the video above. We're currently working on the physical collision implementation with the body. Very excited about that stuff. Will hopefully have something to show soon.
FurryVNE Team
2022-03-20 21:43:44 +0000 UTCJiggly, and no clipping that i can noticed ! love it, always had such a pet peeve for clipping issues. in all honesty what i'm most anticipating is movement and animating the good stuff, but these little details definitely make me happy.
2022-03-20 21:40:19 +0000 UTCThat's a good suggestion. The idea is to make as many properties as possible available during interactions so you could animate them any way you like.
FurryVNE Team
2022-03-11 23:26:25 +0000 UTCSo hype!
Bixxx
2022-03-11 23:22:52 +0000 UTCI've been wondering for some time if it was possible to implement ball clenching, could these new settings emulate the effect?
SkullKidDanzen
2022-03-11 03:43:57 +0000 UTCAdmittedly it was hard to see from that angle. Here's another: https://gyazo.com/ee779f9cd2444a6bcf014c736bbab4a9
FurryVNE Team
2022-03-10 23:32:52 +0000 UTCThe idea is definitely to get that kind of dynamic and audio. Yes, you can configure the balls to be asymmetrical. If you look you might actually see that in the inflated state, I did configure it to be this (the character's left ball larger and lower than the other).
FurryVNE Team
2022-03-10 23:29:01 +0000 UTCYesss, amazing! Ball physics is probably one of my favorite things, haha. I assume the balls will physically collide with other bodies for that satisfying *plap*? And does the physics of them support one of the balls hanging lower than the other? A good pair often has some asymmetry to it.
VoidPhoenix
2022-03-10 23:25:22 +0000 UTCCool! π€ͺ A Few of the Most Magnificent Jewels. :D
Deimos
2022-03-10 23:19:15 +0000 UTC