794 Colliders Per Character
Someone was curious about seeing colliders on characters. Well here they are, shown on 2 different morphs sets on the female character. I counted them because I was curious as well. The colliders auto-adjust based on morphs and skinned vertex positions so they are generally accurate. As seen in the picture I skimped on the shoulders and arms a bit to save processing time. The arms don't use auto colliders which is why they look same across the 2 characters shown here. I'll fix these at some point so they work with more morphing. If you see clip through on shoulders or arms, this is why. Ideally I would like about 8-10X more colliders per character to make it work even better, but the processing power is just not there yet and Unity's Physx implementation needs some further work to make this feasible. The upcoming male character does not yet have these auto colliders so it will also be subject to some clipping in the next release (1.1).
One primary goal I had with this project was skin-accurate collision, which is why I am posting this. It sort of shows how much further it needs to go before that goal is achieved.
Comments (14)
As this project goes on, will there be support/documentation for adding your own characters? I'm really interested in what you have here because of the skin-level physics on the whole body
Currently character meshes and bone->skin rigging are based on DAZ3D genesis 2 and I will be adding support for genesis 3 in the future. I would like to be able to add support for custom morphs and texture sets, but they will have to be compatible with one of these 2 models for this to work. I can't support any other mesh topology as the mapping to soft body physics is a manual, time-consuming process. Same goes for the auto-collider system. Also - currently the soft physics is limited to several zones and is not whole body. The system is too expensive (CPU) to apply to all areas of the body right now.
Looking very interesting mate, I was wondering a few things and wanted to ask if youd be interested in a little chat from dev to dev. Let me know :)
Absolutely! Love chatting with other devs. You project looks amazing! I have to find some time to check it out in more detail!
I have a proposal to a new feature for the motion controller When you grab her hand with the grip button, you can make the girl close her hand into a fist the harder you press in the trigger., basically making her grab her ass or boobs . and still keep the collision on the fingers and the skin you're or rather that she is grabbing to softly/firmly grab it.
If you do full grab of hands now, the triggers will actually flex the fingers a big. I'll be improving this going forward. I have plans for a touch feedback system and also some tweaks to the finger joints to make them behave better. I would like fingers to stick to things if pressed firmly. Currently they slide a round a bit. So I have both feature to add and some tweaks to make. Some of these will be in upcoming 1.1, but most will be in 1.2 or later.
Thanks
what are my patreon keys?
They are in the older posts. Here is one for Creator: <a href="https://www.patreon.com/posts/creator-content-13172346">https://www.patreon.com/posts/creator-content-13172346</a>
I'm not sure if this is something you've already considered, but I had some thoughts on ways to adjust the distribution of the colliders so that you could get the flexibility on the arms without having to add more than there already are; think about the parts of the body that doesn't have a lot of body fat, the digits, hands, feet, shoulders and back... and the "anal" area [not sure if that would have an impact on its current functional state]. All this is obviously assuming your soft body setup is based on regions of the body, and not a part of the physics of the entire model, I honestly don't know for sure.
The hands, feet, toes, arms, etc. are already "hard" colliders and use a minimal set of capsule colliders that will closely mimic the skin surface. There are a few areas that need a few more to be better to prevent clipping. I used less in more rigid areas since the skin does not bend there. I don't think I can cut back without losing significant surface accuracy. I really actually want to use more to make it better.
where can i download the full game ?
There is only single download for now (version 1.0 & patch 1.0.1). You enter patreon keys on main start screen to unlock the content and then just enter VR. Version 1.1 will be out this month. It is well underway with many improvements, tweaks, and bug fixes.
where is the new update ?
