THE QUEST FOR BOOB JIGGLE IN UNITY PART3: OPTIONS IN UNITY V1 2013/08/05 Matumit Sombunjaroen [email protected]
Sep 13, 2014
THE QUEST FOR BOOB JIGGLE IN
UNITY
PART3:OPTIONS IN UNITY
V1 2013/08/05
Matumit Sombunjaroen
KEYFRAME BASED
If you decide to use Mecanim and transfer Animation across Rig,
Boobs are extended Bones, and cannot be tag.
However, the Animation on extended bones will got transfer across Rig, When the bones share the EXACT same names.
This can also be apply to Tails, Hair., etc.
CODE BASE CALCULATION
There are just too many theory to be use for Boob Physics.
However, a generous man by the name of Michael Cook provided this working code for free, so we might as well use it for the sake of easy experiment.
http://wiki.unity3d.com/index.php?title=JiggleBone
http://forum.unity3d.com/threads/62473-Technique-to-apply-bouncy-breasts-and-hair-physics
CODE BASE RESULT
It worked well for simple 2Bones Boobs and on Kinetic movement.
However, The code doesn’t take gravity into consideration, as such, it stay at the same shape even when facing Vertically.
As an Oppaimeister, this is unacceptable.
If the character doesn’t do much dramatic movement, it’s alright though
JOINT BASE COMPONENT
Unity offer 5 kind of Physics based calculated Joints.
We will use Configurable Joint in this experiment
CONFIGURABLE JOINT 1
Normal Stand
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CONFIGURABLE JOINT 2
Face Upward
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CONFIGURABLE JOINT 3
Face Downward
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IT!!!WORKS!!!
NEXT
PART4: SETTING UP
CONFIGURABLE BOOB