THE QUEST FOR BO OB JIGGLE IN UNITY PART1: INTRODUCTI ON V1 2013/07/28 Matumit Sombunjaroen email@example.com
WHAT IS BOOB JIGGLE? …Seriously, do you even need to ask? It’s what make those BOOBY bounce in 3DG ames!
SO, HOW DO WE DO IT? 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
KEYFRAME BASED What ever your DCC tools of choice is, Make it in there, then import to Unity. The Good: Light on Game engine as extra Runtime process isn’t needed. The Bad: Same in-Game result, not affected by other in-Game Factor s.
IN-GAME PHYSIC CALCULAT ION Set it up in Unity and make it bounce while character move The Good: Affected by In-Game factors. Adjustable. The Bad: Require Intensive Setup
MECANIM In order to use Mecanim’s ability to transfer animation across rig. A test was conducted 7 6 5 4 3 2 1 Models with various settings were 4. Test model with same Bone used Naming structure From the Right: 5. 4 with Added Physics 1. Original FBX with Animation 6. Test model with different Bone Naming structure 2. FBX with no Animation Attached, moved via Mecanim 7. 6 with Added Physics Controller 3. 2 with Added Physics
RESULT 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.