Do me a favor and set credible anatomical human limits to the bones angle|rotation joints of Your Skeleton.
Without that, I may get nightmares because of the unnatural behavior of the extremities, while physics try to do its job
I already have actually, it was just pretty low priority at the time but i did it when i was testing some PA based collision stuff cuz i didn't really like it either. I was just having some trouble with understanding how to set the limits, the problem was i had to change the direction and the rotation and not just the rotation, i hadn't noticed that little arrow yet.
I haven't even started looking at penetration yet but I'm hoping to do it through a combination of physics asset collisions + morphs.
I was getting pretty stuck on the soft body aspect yesterday, I went over the NaughtySandbox devs discord and bits once more as I was hitting a wall and I think I realised that he's relying a lot more on Physics Asset spring based bounce (similar to what's in that mouth video) than I originally thought. There is defo a shader ripple effect but it's on top of what is likely the multi bone approach.
In other words, his character must be rigged up with multiple bones per "jiggle area". It's a technique a few people have used to "fake" really soft body physics in the Skyrim modding scene where one guy weighted close to 100+ bones to the breasts and ass which had a pretty ridiculous result considering it's just bones and springs. (See here for skyrim example:
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I probably won't get around to testing that combo approach any time soon as I'm not doing character work for my project yet, waiting on some tech so relying on placeholder daz assets. But I did manage to get the shader pretty fleshed out and sorted and combined it with my default physics asset jiggle and the result is... decent with some considerations.
The size/intensity and such are all controllable and probably need refining, right now I'm just calculating a "force" lazily from the impacting object and passing it to the shader.
Considerations:
I forgot to mention but I also updated the shader to use the ripple mask to procedurally create a normal map. And in the following gif, there is no WPO/Vertex displacement, just a normal map effect. Which surprisingly looks better given my meshes lack of polys. With just the normal, it actually looks deceptively similar to the NS devs videos. Hmm, I could bump the strength on the normal up too.
Impressive Stuff. Are you sure you couldn't use this in the vanilla engine to get the traced hit? it seems like it's exactly what you'd need:
Yeah i've been getting stuck on softbody as well, it's interesting if he used spring bones, ur saying he did this?
But if so how did he handle collisiosn? I don't think you can do that via physics asset, it starts lagging kinda quickly if you're adding that many colliders. I have an idea for how to use physics asset for penetrations, but I doubt it's gonna look good though.
Anyhow after researching both penetration and softbody here's a summary of what i found, most of it is a recap for this thread:
And what hasn't been very well covered or spelled out in this thread yet, physics asset, the normal way of doing collisions for skeletal meshes is too limited to create the kinds of accurate collisions that are needed for softbody to look convincing, which is where the real softbody methods described in the summary come in, since part of the softbody simulation is handling those collisions. The real softbody solutions all have one thing in common though, they are expensive. The fake ones have the opposite in commn, they're inexpensive, but they are very limited when it comes to collisions.
The shader approach is probably the best way as it's a middle-ground between real and fake softbody (let's call it a very convincing fake that should also be able to handle collisions depending on how you do it).
If you're skilled enough at manipulating physics asset, you CAN add colliders for the vagina and lips and such, but they will
- Not be very accurate, physics asset is geared towards simple collision shapes, and although auto convex can actually be done (when you create the physics asset) it just doesn't seem like it'd be very viable in actual use and honestly probably wouldn't be any better than delicately placed simple colliders.
- Lag like crazy if you add too many colliders, which means to keep it optimized you need to minimize the number of colliders which means less accurate collisions and probably multiple physics assets to switch between based on conditions (so you only have necessary colliders active when they are actually necessary)
- Penetrating objects would always have to face the issue of needing to pass through certain colliders, for instance if you've got a penis penetrating a vagina, it'd get stuck on the pelvis collider (i don't think even auto convex can fix this; I could be wrong though cuz i didn't test it particularly thoroughly). The only method i've thought of to deal with this would be setting the actual collision between the character and the object to overlap instead of block, and then manipulate the colliders with logic instead of the actual collision system. There's proably a better way this is just my first thought.
it's very tricky too, because lets say there's a way we can make it so that certain colliders/models can ignore certain colliders in a phsical asset (i'm not sure if this is possible but if it is it would be a very important tool) we'd need to be able to switch it based on conditions, e.g. lets say a penis collider should not collide with the pelvis collider, but it should only do that when it's in the vagina, if it's not in the vagina we would still want it to not clip through the pelvis.
But then once we have disabled the pelvis collider for the penis, now what? the penis will just clip through the pelvis after going in the vagina, and for instance in naughty sandbox there's some mehs deformation/bulging based on where the penetrating object is which we'd ideally want to recreate somehow.
Overall this is proving to be extremely complicated, and the more time i spend on this the more i understand why there's a dearth of good 3d hentai games. Plenty of people have found ways to do this, but none of them seem to feel like sharing their methods, some of them even seem to guard them, like they don't want anybody else to be able to do what they've done. Smh, they're failed degenerates, if they were true degenerates they'd share it all in the name of more, higher quality porn.