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This release includes a near-complete rework, or let's say rebalancing, of how different TittyMagic variables from physics to morphing and colliders are adjusted with breast mass, softness and quickness. All of those variables can differ between having soft physics enabled vs disabled.

With this first beta, we can consider the TittyMagic portion to be basically complete for v1.0 early access, barring some fine tuning or fixes. There will be a second beta release that focuses on BootyMagic (in this release the softness and quickness sliders are still locked).

Mass and gravity counterforce

  • Breasts are now slightly heavier when soft physics is enabled.
  • Breasts are significantly heavier when soft physics is disabled. This gives them extra inertia which makes them seem less rigid, but the extra droop due to gravity is reduced with the gravity counterforce.
  • Most of the weight caused by glute mass is cancelled out with gravity counterforce by default.

The sneak peek into the counter-gravity feature explains it in more detail.

TittyMagic physics, morphing and colliders

Everything relates to everything else, and it's hard to cover the changes to breast behavior in every possible scenario. But I'll try to give an overview of what to expect with different mass, softness and quickness values and with soft physics on/off.

Changes to morphing

Overall, the default amount of morphing is increased. In addition:

  • when leaning forward, breasts will pull apart to prevent excessive clipping with large breasts when soft physics is off (since breasts don't have self-collision when soft physics is off)
  • breasts expand a bit more when pushed in to help preserve volume better

Behavior when soft physics is disabled

The reworked physics defaults should make breasts swing around more easily and seem a bit softer despite not having soft physics. The increased amount of morphing should also help breasts seem less rigid.

Hard collider mass is significantly reduced when soft physics is disabled. As a result the ease at which breasts respond to collision is now more comparable with having soft physics enabled. Previously the high collider mass would make breasts bounce wildly at the slightest bump with an object due to the lack of soft physics colliders acting as a buffer against the collision force.

Behavior when soft physics is enabled

The biggest differences in main joint physics (i.e. physics of the pectoral joint) compared to having soft physics off are that mass is lower and gravity counterforce is lower.

In terms of soft physics at the default softness quickness, the behavior is pretty similar to previous versions.

The physics gradient default values have been slightly adjusted as well. To mention one change: the reduction in fat distance limit around areola now spreads to a larger area to prevent a sharp falloff in distance limit at the areola (it looked weird in some collisions and animations).

Effect of softness on behavior

Overall, softness has more effect on everything and gives you a wider range of customization.

At max softness, breasts are now much softer and jigglier than previously, and morph much more easily.

At very low softness, breasts have much higher Fat Spring than previously, but they will also morph much better to preserve the volume. Previously, rigidity was achieved by reducing the amount of morphing, now rigidity is achieved with physics, and that rigidity then naturally reduces morphing. I think the effect of low softness now simulates fake breasts better than before.

Effect of quickness on behavior

Quickness is now balanced around 0 being the new default. A positive quickness offset makes breasts more springy and responsive, a negative quickness offset has the opposite effect. It's not too different from how quickness worked before but the effect it has on breasts of different sizes and softness values should be a bit more consistent.

Notes on the interaction between quickness and softness:

Generally, a very high softness value doesn't benefit from reducing quickness since that will just make breasts look too soft. Instead you might like to increase quickness a bit with very high softness breasts, depending on your preferences.

At a very low softness value, you will notice that increasing quickness doesn't really do much. Low softness breasts are already very "quick" i.e. springy and responsive due to their rigidity.

Local distortion physics

The compression and stretching effects of fat spring and fat damper are reduced a bit. Other than that, nothing dramatic here.

Generally with LDP its effects are more noticeable the softer the breasts, since much of the effect is due to the way fat spring is adjusted, and if fat spring is high to begin with it's hard to notice any changes visually. Having played around with it though, I definitely prefer the more dynamic look of having LDP enabled when softness is 70 and above.

Gravity physics

  • when leaning back, spring will now increase instead of decreasing to prevent breasts from drooping to the side too much
  • up/down and left/right angle targets now adjust more aggressively the higher the mass

Other changes

Calibration fixes

  • Calibration is no longer set pending when loading a scene/preset where the plugin has a non-default value on some slider that requires calibration when the value is changed, e.g. softness.
  • Fixed issue where loading a scene that includes calibration data, saving it without calibrating and then loading it again would result in mass being set to its minimum value instead of the actual value.

Technical calibration improvements

The calibration pose is now always vertical even if the person root node is rotated when calibration begins. (The pose file stores the person root controller X and Z rotations.)

Mass is now always calculated at softness and quickness 0, making the result very consistent. Previously, calculating mass at a low softness would give a very different result compared to calculating at high softness because softness affects joint spring and therefore breast shape during calibration.

When saving the scene, the plugin stores a calibration data version to the scene file. In order to skip the calibration cycle, that version must match the actual calibration data version of the plugin when the scene is loaded. This ensures that when a scene which was saved with an old version of the plugin gets loaded using a new version of the plugin (because the old version is not present in the installation) with a different calibration data version, the plugin calibrates normally. Hence, preventing issues where the saved calibration data is incorrect for the currently used plugin version.

Misc

  • Spring max value is now 200, up from 100. It's never automatically calculated to have a value of over 100, at least in this version (except perhaps some extreme combination of high mass and low softness might go over 100). Maybe it will be useful for glute physics in the next beta. The idea is mainly to better support very rigid breast physics for very large breasts by manually offsetting it.
  • Renamed BootyMagic morphs to have a BM_ prefix and TittyMagic morphs to have a TM_ prefix

_________

I'll be working on beta 2 next, it will include softness and quickness implementations for the booty alongside anything else related to booty physics/morphing/etc. that might come up while testing. And of course, I'm happy to take in any feedback on the current release!

-everlaster

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