Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Link: https://www.loverslab.com/topic/25491-hdthavokmodifier-just-for-fun-jff-v4/page/3/
- BBP / JFF Guide
- If you want fast solutions without too much optimizing (unlike me for 5 days straight). The most import values are marked in blue.
- They give instant results and are most responsive for bounce. But keep in mind to get something really awesome out of this takes lot of time.
- 1.) Basic understandings
- 1.1) Understanding the Havoc object
- From what i experienced it's like a spring or a bumper that causes a strong repulsive force in one linear direction.
- Movements are being created from animations in the first place but the physics cause strong repelling in one direction.
- Don't get it wrong, changing the parameters can affect on all axes/movements but the repelling force is focused so to say. A matter that can't be changed
- By default the "repelling or strong axis" is the linear Z-axis (up/down).
- 1.2) Understanding the axes
- - the linear axes for linear (straight line) movements (Z=up/down, X=left/right, Y=in/out)
- - the angular axes for rotational movements (Z=left/right rotation, X=up/down rotation, Y=clockwise/counterclockwise rotation)
- 2.) Adjusting Parameters (Rigid body)
- 2.1) Rigid Boy > Generic Properties > Name / Motiontype / Friction / Restitution
- Friction and Restitution don't seem to have any noticeable influence (maybe doesn't apply to a sphere), Name and Motion type must not be changed.
- 2.2) Rigid Boy > Advanced Properties > Linear Damping
- This parameter indicates how hard/soft the dampingis are. It affects the bouncing duration. This is the master bounce factor.
- Increase this value to decrease the bouncing duration, or decrease it to increase duration.
- Seems to apply to all linear axes but like mentioned the biggest result you will notice for the "strong axis"
- 2.3) Rigid Boy > Advanced Properties > Angular Damping
- Same as linear damping but for angular axes. Here i'm not sure if there is a "strong angular axis", i doubt it.
- I recommend setting this between 0 - 0.2 otherwise the breasts might stuck on their reversing points due to the lacking rotational force by default.
- 2.4) Rigid Boy > Advanced Properties > Gravity
- Maybe obsolete or only influences certain circumstances, i can't figure out what or if this changes anything at all.
- 2.5) Rigid Boy > Advanced Properties > Timefactor
- Overall processing speed... for the case you want slowmo boobs
- 2.6) Rigid Boy > Mass Properties > Mass(kg)
- A bit tricky. Imagine filling a balloon with either water or air
- more water means: more "flappy" behavior, longer bounce duration, slower speed movement
- more air means: the opposite effects
- If you want a fast solution maybe don't change this since it takes time to optimize and influences other parameters greatly.
- additional info: if you increase the weight you have most likely to adjust linear ranges in Constraints (see 3.3) as well because if the range is too small you might suddenly loose
- all repelling force in an instant. It's like smashing your breasts on the table before they reach the bumper
- 2.7) Rigid Boy > Mass Properties > Center of Mass
- Changes weight position (imagine a unbalanced weighted ball) All movements are being affected by that.
- To not go too much into detail, increasing Y-parameter causes stronger swing motions (talking about real pendulum swings not just linear stretching)
- But be warned, if you want perfect "swing doors" this can get quite a very difficult and time-consuming task and maybe not turns out in what you expected.
- If you mess with this values will often have the result that the breast just stuck at the weight spot.
- 2.8) Rigid Boy > Mass Properties > Inertia Tensor
- .... this is beyond me. If you are curious google or wiki for "moment of inertia". This is rather something for an absolute pro.
- 2.9) Rigid Boy > Mass Properties > Collision
- Select the Body Part(s) that the selected bone should collide with if you use a collision body. Eventually change the radius (under shape) for clipping issues.
- No idea about the numbers but i think they represent bone numbers from the entrie skeleton.
- 3.) Adjusting Parameters (Constraints)
- 3.1) Constrains > Joints
- Here you can move the anchor (the 0-point) for the axes. Values apply to linear and angular axes.
- Pivot A and Pivot B seem to have a different behavior while B seems to be smoother. So if you change anything here, i recommend Pivot B.
- You can use it to fix small morphing issues. This does also influence the overall behavior but i think it is rather meant for troubleshooting. Examples:
- - flat breasts, spiky or twisting nipples: change the Y-axis.
- - hanging or too much lifted breasts: change Z-Axis
- 3.2) Constrains > Linear Limits > Linear Basis
- This is vector related stuff and would therefore be too much to explain here. To put it simple you can change direction of the main repelling force.
- For example setting Pitch(Y) to something around 1.0 causes the repelling force towards the X-axis. So the boobs swing strongly to left/right but not so much up/down anymore.
- 3.3) Constrains > Linear Limits > Linear Limits
- For a change something that can be explained easy. Set the min/max stretching ranges here.
- Values have 0-reference so a bigger value (away from zero) means a bigger range in either positive or negative direction.
- 3.4) Constrains > Linear Limits > Friction / Linear Motor
- uknown
- 3.6) Constrains > Angular Limits > Angular Basis A / B
- Vector related again. I'm not entirely sure since this is rotational axis, therefore i guess it just creates a angular offset more or less and Basis A and B seem to negate each other. This requires a real pro again.
- 3.7) Constrains > Angular Limits > Angular Limits
- same as linear limits just applies to angular axes.
- additional info: if you see that rather your nipples spin but not the rest try to move joint in -Y direction because it means the bone and so the anchor is too far in the frontal part
- of the breast
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement