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Hey Everyone! 

Video Password: nympho

Today we are showing off some soft body physics we have been working on! Now, before you say, "every game has boob physics and this shouldn't be that hard to add", let us take the time to explain the differences in what we have here compared to developers' usual approach of Adding "Dynamic Bones Plugin" to their model or using "Static Key-framed Animations" (which can look good, but are not real time physics based so will have issues for a game like ours).

Here is why this is a huge deal for us, it was something we really wanted to implement but could never figure it out during Nympho Trainer VR. Nympho Trainer's boob physics work, like most peoples' implementation of boob physics... they are based on a "rig" and "boob bones". When you move the bone, it moves the boob. This has a lot of issues that real life boobs don't have. For one, even though you can code in physic based calculations to move the bones, it has a very "static" feel to the over all movement. 

Now we have always known the solution was doing this with the shader and handling all the "per vertex" calculations on the GPU side (not the CPU), but have never had the time to learn, experiment or figure out how to code and pass information from the CPU over to the GPU side correctly. Well, that is what we have done! It has been a real journey learning some new things, but this will open the door to much better looking soft body physics! Is it perfect? No... but it is the first step in an awesome new direction!

We now don't use the rig at all for the soft body jiggle physics. Everything you see in the video above is done in real time, efficient enough for VR and all based on vertex particle restraints handled GPU side!

Now this is just the beginning, and we plan to make this much better as we continue experimenting. Although it's still an early prototype, we thought it was good enough to show off this week.

We are of course also working on other things, like "The Full Monty" hand animations and integrations you all voted for, too. Also, we are getting a new sexy lab assistant model ready to help run the genetic engineering lab with you! 

As you can see, we have a lot on our plate setting up the foundations of this new game!

That's all for now, time for us to get back to work! Have an awesome weekend everyone!

-The VReleased Team

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Comments

Psuedonymous

Extend the mesh subject to simulation to the skin just to the side to and above the breasts (good rule of thumb: cover the area that you think is the right amount, then go one vertex further out). This avoids the 'bolted onto a statue' look and greatly aids in getting the look right when the character is leant over. If your rig supports variable weighting, remember to paint the cleavage as having less shift than the breasts themselves.