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Boob jiggle in Unity Part1

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Introduction to creating Boob Jiggle in Unity.

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Boob jiggle in Unity Part1

  1. 1. V1 2013/07/28 Matumit Sombunjaroen zenneth@zodiac-alliance.com
  2. 2. …Seriously, do you even need to ask? It’s what make those BOOBY bounce in 3DGames!
  3. 3. There’s some options available. 1. PreUnity-Baked animation  Manual Animation in DCC tool and Baked  Physical or Spring-base Rig in DCC tool and Baked 2. Unity-In game Physic Calculation  Code base Physical Calculation  Joint Base Physic Component
  4. 4. The Bad: Same in-Game result, not affected by other in-Game Factors. The Good: Light on Game engine as extra Runtime process isn’t needed. What ever your DCC tools of choice is, Make it in there, then import to Unity.
  5. 5. The Bad: Require Intensive Setup The Good: Affected by In-Game factors. Adjustable. Set it up in Unity and make it bounce while character move
  6. 6. In order to use Mecanim’s ability to transfer animation across rig. A test was conducted Models with various settings were used From the Right: 1. Original FBX with Animation 2. FBX with no Animation Attached, moved via Mecanim Controller 3. 2 with Added Physics 4. Test model with same Bone Naming structure 5. 4 with Added Physics 6. Test model with different Bone Naming structure 7. 6 with Added Physics 1234567
  7. 7. From the test, these conclusion were found 1. In order for extended bones on the boobs to move as in original Motion, The bones must be named with the exact same Naming Structure. 2. Added Physics can be lay on top of keyframed Boob bones. 3. In order for the boob to be solely dependent on Physics, they must not be keyframed upon export.

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