XaiJu
flinpaltwell
flinpaltwell

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Jiggle Physics, Part 2/2

OKAY, look, I don't say this often but I'll admit her boobs are perhaps gettin' a little large in this version πŸ˜‚. That was an accident, and I'm not using this version for anything.

This animation was an experiment. Unlike part 1, I'm not using the spring or wiggle bone addons at all here.
The idea is to use cloth physics to simulate the rippling/jiggling in skin. Yes, cloth physics, not soft body physics. Weirdly, soft body simulations don't seem to work as well for this task, at least in my experience so far, because it's harder to pin vertices effectively. But cloth physics can work astonishingly well under the right settings. In this case, with the right tweaks you can basically simulate big 'ol water balloons, which I think looks...pretty fuckin' awesome.

Now, unfortunately, this experiment didn't play out the way I wanted. The idea is that you build two new boob proxy meshes that run all the cloth simulations, and then you use those as cage deformers on the original mesh (the tutorial I followed is here if anyone's interested. It is one of the funniest Blender tutorials I've seen). In this particular case, applying it to characters who had already been posed and animated...it didn't look good. But I really liked how the "water balloons" themselves were looking, so I decided to cheat it a little bit and try something else.

I simply shrank and hid Julie's normal breasts and then clipped these proxies into the mesh. This screenshot illustrates it a little better:

Anyway, I made the proxies large enough to cover the whole area, and that led to them being a little larger in volume than the original breasts lol. By clipping them into the mesh, I can cheat it into looking mostly seamless thanks to the toon shading and outline rendering.

But, this strategy has a lot of issues. It's much more preferable if I can get the original intended idea to work and have these proxies deform the base mesh, which I think will require setting things up properly from the get-go.

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Compared to part 1, this strategy is a lot more difficult and annoying to set up. But it's also achieving some pretty great fuckin fluid motions and jiggles that the other method can't REALLY do. I'm not going to use this method all the time, but I'm going to keep experimenting with it. The other cool thing about it is you can assign collision to something like Flin's hands to potentially simulate a satisfying animated boob grab, but I suspect it'll be difficult to do the kind I usually like to do (where skin squeezes out from between each finger). Further experimentation required. For science ~πŸŽΆπŸ’•

Jiggle Physics, Part 2/2

Comments

What do you mean too large?! Gotta pump those numbers(boobs) up! Joking aside these look really good. Looking forward to seeing more! Making me anticipate the update more and more xD

Sieg Warheidt


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