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jiggle physics UE4.webm

๐Ÿงต real-time physics

Anonymous No. 858591

How the FUCK does he achieve this quality of jiggle in Unreal Engine?
Are there any tutorials to achieve this quality in UE4?

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anya-stylized-dig....jpg

Anonymous No. 858595

>>858591
You create a bone structure in each breast in blender, then you weight paint that rigged part, and then import in unreal with some physics asset load in. Of course with some tedious tweaking

Anonymous No. 858604

>>858595
>and then import in unreal with some physics asset load in
that's a huge jump from basic bones to physics...
surely whatever he's doing has to be a known workflow that someone somewhere has made an explanation/tutorial for, right?

Anonymous No. 858639

>>858591
That's a pretty good rig too. Sauce?

Anonymous No. 858644

>>858639
it literally has a watermark

Anonymous No. 858650

>>858591
Looks like physics objects are driving a series of deformation bones. There are possibly morph targets as well.

Anonymous No. 858651

58591
>surely whatever he's doing has to be a known workflow that someone somewhere has made an explanation/tutorial for, right?

It's basic spring and dashpot physics. Unreal engines scripting system has raycasts and collisions I take it?
You set up collision detection for your bone and you translate it according to these concepts:

https://en.wikipedia.org/wiki/Hooke%27s_law
https://en.wikipedia.org/wiki/Dashpot

The springs obey hooks law and attempt to return titty to original position by adding torsional forces according to how stiff you made your spring.
You use a dashpot equation to cancel out that motion simulating the energy dissipating thru the tissue, set it to a value that matches the spring so it looks like a fleshy jiggle.

Game physics is just physics. If you know how to program/script and you know regular physics you know your highschool physics (classical mechanics) you can do game physics.

Anonymous No. 858655

>>858651
Thanks for your reply, but I wasn't asking about the basic idea, of course I know what physics is. I'm specifically talking about getting it to look and behave like that example, and specifically in Unreal Engine.
Practical example and specific workflow in UE, not explanation of basic concepts.

Anonymous No. 858658

>>858655

Yeah but that is how you do stuff like this in game engines. You write a script that does the custom behavior you wanna run.
In this case set up a physics joint for a boob.

In Unity, which is what I use, I write a .cs script using unitys built in 'raycast cast' class to detect collisions
take the delta o work out the collision forces, convert it into newton and write a custom algorithm that animates the affected bones
according to the energy stored in the springs.

Anonymous No. 858663

>>858658
No I mean like an addon, not like the math? That all sounds great to learn the theory and all. Thanks but- Anyone else?

Anonymous No. 858665

>>858658
how would you apply the delta? do you just divide your outcome by delta time?

Anonymous No. 858671

>>858658
>that is how you do stuff like this in game engines. You write a script that does the custom behavior
not at ALL how game engines like UE do basic shit like physics...
wtf are you even talking about? have you ever worked in UE?

Anonymous No. 858689

>>858671
UE does it that way as well. Especially via blueprints where you can extract properties out of an actor.

Anonymous No. 858690

>>858689
no one writes a script to get physics to work in UE
blueprinting is for tweaking and setting up, and is optional

Anonymous No. 858692

>>858690
That's being pendantic. It doesn't have a scripting language packaged by default, but OP meant programming. You could program those solutions in blueprints and/or c++ if you wanted to. It's not magic.

Anonymous No. 858716

>>858692
>You could program
you don't need to program physics in an engine and editor that already has tools for it
>dude just go to car parts shop and build a wheel

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respec woman.webm

Anonymous No. 858717

>>858716
I'm more interested in doing things like real-time skin deformation and bruising with procedural sex animations.

Anonymous No. 858727

I'm pretty sure the dev posted here once. There was a thread called something like "how do you rig for these deformations" with some catgirl ass that went off topic and started talking about tits.

>>858663
Stop being a lazy retard. If you understand how physics assets in UE work you can work it out. Tit physics is no different to any other kind of physics, you just add bones where you want things to move, weight paint them, then tweak the constraint values in UE until it looks right.

Anonymous No. 858730

>>858727
K

Anyone with some real help?

Anonymous No. 858746

>>858730
Yes.
>>858650
>Looks like physics objects are driving a series of deformation bones. There are possibly morph targets as well.

Anonymous No. 858758

>>858716
>program physics in an engine and editor that already has tools for it
You claim that it has tools, but you don't know what they are because you're well aware that it doesn't. Otherwise, you wouldn't be asking that question in the first place.

Anonymous No. 858787

Not to go off topic but fuuuuck
Absolute waifu

Anonymous No. 858788

>>858591
whats with mutts and tits, who come up with that retarded rule

Anonymous No. 858792

>>858758
>You claim that it has tools
I know it has.
>but you don't know what they are
yes I do.
you clearly have no fucking clue about unreal engine

Anonymous No. 858795

>>858730
>real help
Kill yourself

Anonymous No. 858820

>>858792
>I know it has.
It doesn't.
>yes I do.
No you don't, otherwise you would mention what the one click solution is.
>you clearly have no fucking clue about unreal engine
You don't, I do.

Anonymous No. 858835

I know the dev of this lurks this board so given the speed at which it moves he may show up and tell you himself OP

Anonymous No. 858885

>>858639
theres more

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RichAridCobra.webm

Anonymous No. 858886

>>858885
my dubmass forgot the file

Anonymous No. 858894

could be
>a bunch of cleverly placed boob bones with ragdoll physics, or
>a low poly soft body mesh + high poly character mesh interpolating the deformations between vertices on the low poly soft body mesh, or
>simply high poly soft bodies for the boobs because it's just two boobs
a bigger challenge would be jiggle physics on the belly+thighs+butt seamlessly

Anonymous No. 858917

>>858894
>a bigger challenge would be jiggle physics on the belly+thighs+butt seamlessly
he doesnt know

Anonymous No. 858941

>>858917
Doesn't know what

Anonymous No. 859010

>>858591
can the model do soft collisions on itself? Like could her own arms squeeze her boobs?

Anonymous No. 859012

>>859010
yes

Anonymous No. 859097

>>858886
What is the sauce on these webms?

Anonymous No. 859102

>>859097
are you blind?

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2021.10.30_08.11.51.png

Anonymous No. 859103

>>859097

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bootyAndThighJigga.webm

Anonymous No. 859104

>>858941
that it already has thighs and butt jiggle.. not sure about belly, there is a fatman character with jiggly belly, but Ill spare you the view

Anonymous No. 859309

>>859012
I am mighty impressed then. Devs seldom even bother.

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sheyDialogueTestB....webm

Anonymous No. 859802

>>859309
this one does

Anonymous No. 859805

>>859802
isn't the mouth a bit too big?

Anonymous No. 859806

>>859805
no.

Anonymous No. 859834

>>858717
You could try something like how those grass or snow shaders work, where you blend between two textures based off of texture data stored in a 3rd, lower res texture. It shouldn't be too hard, and you could just use a colliders collisions to "paint" the 3rd texture for blending. I'm not good with shader code, though.

Anonymous No. 859842

>>859102
Worse, he's illiterate

Anonymous No. 859893

>>858717
Can I get a source?

Anonymous No. 859980

>>858604
UE has a jiggle bones feature, the rest as someone pointed out is just running tests, you can pretty much do them in blender to begin with.

Anonymous No. 860000

>those neck muscles

Anonymous No. 860108

>>859104
>>859802
So is clothing pinch just a part of the geometry or is it done in engine?

Anonymous No. 860146

>>858717
In that video I'm only seeing a blend shape morph when the fist hits her face. If you also want bruising that's just blending between 2 textures. Any 3d software can do it.

Anonymous No. 860148

>>858717
>>860146
>tryhards

Anonymous No. 860191

>>860108
its a mesh morph that gets activated when the respective outfit is equipped. Along with a set of modifications to the physics settings to simulate firm or loose areas.

Anonymous No. 863159

>>858591
some softbody tech

Anonymous No. 863160

https://developer.valvesoftware.com/wiki/$jigglebone

Anonymous No. 863201

>>858591
Looks like rubber.
Whoever came up with this has never seen how a pair of milkers jiggle before.

Anonymous No. 863203

>>863201
dumbass
it's in real-time
if you want actual realistic simulation, it's not gonna run in real time
plus, it's a stylized character

Anonymous No. 863312

>>859104
>>859802

What gaem is this

Anonymous No. 863350

>>863203
Dont mind anons like that, they are losers who will never amount to anything other than blurbing nonsense garbage in threads about topics they know nothing about.

For a realtime simulation this is by far the best thing I have seen, and I have seen quite a bit.