Update: v1.4-alpha13b https://www.patreon.com/posts/114356219
---
Hello. The soft physics driven morphing system is now technically mostly complete. Note: glute hard colliders are disabled in the video.
Since the last WIP post, there's been a lot of improvements to the system, the major ones being:
mass, spring and damper applied to morph values, this greatly enhances realism as the morphs will have weight to them, oscillate naturally when returning to zero etc.
each morphing direction is driven by a greater number of soft physics joints than before, and the contribution of each joint to the overall effect is weighted during calibration, so that the system will adapt to different butt shapes
a lot of tweaking and fine tuning of the system - main goal here was ensuring the amount of morphing seems appropriate for the amount that soft physics joints are pushed in (and with the assumption that hard colliders are disabled), and that the morphs don't just get locked if you create a larger dent in the mesh
built in attenuation of the morph values based on the angle of the thigh joint (similar to how Shapeshift is capable of applying morphs based on joint angles) - this prevents the leg rotation from producing distorted glute shapes
The system still needs much more functionality to be considered fully complete. Custom morphs separate from the g-force morphs are needed, and the system needs to adapt to different amounts of g-force currently acting on the glute so that the change in shape is more appropriate for different poses. The Configuration UI needs to be expanded upon, and configuring custom morphs on the user end needs to be implemented (same requirement still exists in Shapeshift, will be implemented at the same time). Also, it is likely that the system needs adapting to work ideally with breasts.
BootyMagic's Morphs tab has some controls for you to play around with:

These default values produce the behavior shown in the video. The mass, spring and damper parameters can be quite finicky, and you can easily make the morphs oscillate uncontrollably if you have too much or too little of anything - try small steps.
The Modifier sliders define a maximum for each parameter, they multiply the value (e.g. Damper modifier 2.00 produces 30 * 2 = 60 damper) in proportion to the amount that you're pushing the soft physics joints in. I found that it improved the stability and overall visual quality and feel of the morph animation to have some dynamic effect. The damper modifier is the most important one, it stabilizes the morphs when you statically push against the mesh, while also allowing the morphs to jiggle when you release and let them return to zero.

Breast hard colliders can only be turned off via the plugin (UI or trigger) while TittyMagic is enabled (prevents preset loads from turning off the breast hard colliders checkbox in VAM's F Breast Physics tab).
Glute hard colliders are off by default. The collision morphing system doesn't need them. And not using them prevents issues such as colliders being pulled outside of the mesh by colliding objects, and "jumps" in the glute joint's rotation when touching the skin due to individual colliders losing contact. Turning them off is also a slight performance improvement.

v1.4-alpha13 will calibrate fully when loading a scene saved with a previous version, and previous cached results are not compatible. There are some technical simplifications to the calibration system which cause the breast and glute joint angles to have slightly different calibrated values (not necessarily better/worse), and the new collision morphs need calibration as well (their data is not included in results of previous versions obviously).
Small changes to glute soft physics defaults:
increased fat distance limit, fat damper and fat spring by a little
increased sizes of glute fat colliders in the outer edge to reduce clipping, and slightly increased fat collider radius overall
Fixed weird bug that caused glute hard colliders to not be initialized properly on scene/preset load. Everything looked fine in the plugin UI, but none of the sliders actually worked until you reloaded the plugin. This issue was present since some early 1.4 alpha, I couldn't figure out which and what even caused it, but it works now.
Fixed soft physics depth and local distortion physics visualizations for right breast/glute
Fixed errors when removing the plugin early during initialization (before calibration has started)
G-force morph anchors were not displayed (visualized) correctly
It is getting a bit late so I will write up the Hub post tomorrow :)
Enjoy the new release, and let me know if there's any issue! I'm particularly wary of potential issues relating to hard colliders now that it's possible to disable them. I did do thorough testing on my end but that's never stopped me from introducing bugs before π
-everlaster
everlaster
2024-10-19 19:24:49 +0000 UTCtroochNSFW
2024-10-19 12:18:15 +0000 UTCLogovore
2024-10-18 22:59:37 +0000 UTCeverlaster
2024-10-18 21:42:29 +0000 UTCPan-da!
2024-10-18 20:07:14 +0000 UTCPan-da!
2024-10-18 19:59:16 +0000 UTCeverlaster
2024-10-18 19:47:43 +0000 UTCeverlaster
2024-10-18 19:17:58 +0000 UTC