i am curious about how to make woman breast physics in BGE. I found this video which is a tutorial how to make it. But it seems just for rendering. Could everyone tell me how can i simulate the same effect in the game engine? Since i work really often with woman models and this feature should somehow feminize every actions of the characters.
I agree with agoose77. We usually wear cloths not just to protect but to support (or slightly modify) the shape too. Therefore such effects are really minor (unless you want to focus on it e.g. with a caricature).
Nevertheless the more visible “physics dependent objects” are hairs and falling clothes. While you might be able to use soft-bodies I never managed to got a setup to achieve the effects I wanted.
The ideas I have are:
included in animation
rag-doll technique (have some invisible physics objects and transfer it’s motion to the bones/mesh)
soft-body
It requires a lot of effort and is questionable if it is really worth.
i was thinking about using ridged objects to simulate the movements of the breast. Anyway it should just a slight effect on it. since the ‘Kanya’ character of mine doesnt have huge breast like characters shown by agoose77 there. But since she has 2 small bones on her breast and i often adjust them to move abit with the actions so that it look abit more real.
Should i just use 2 UV phreres as ridged bodies and let 2 of these breast bones constraint with those? Do you think it will work properly?
i just experimented around and got something like that. Hm i wonder why the breast parts dont move with the empty ( the empty is parented to the body). How should i change it?
use A, D to move the body
Edit: maybe you should try to use the constraint target of them as the body
Add this to each breast: Object constrains–>Add constrains–>Target–>Cube.002
You may remove the “OBEmpty” you don’t need it.
However…the final result is a “little disturbing”
Tt really was a flaw . In the video i just used 1 pivot point for the breast collision object, so it really rotates and bounces too much (it even twists).
Now i changed some thing. There are more pivot points for each object. It jiggles very well now. the breast bones of the character just copy rotation and scale transformation from those.