Hello. For the few days I’ve been attempting to add physics to the breasts of two different characters for an upcoming game. I’ve followed two different tutorials on how to do this in an attempt to find an answer, which are the following:
https://magazine.renderosity.com/article/6104/how-to-apply-realistic-breasts-physics-in-unreal-engine-4However, a problem occurs once I simulate both physics assets at once. Simulating them one at a time doesn’t seem to cause any problems, but once both are simulated the left breast glitches out and moves to a completely unusual place (usually inside the character’s body). This has happened with two different models. Below are some examples of the simulation.
(Caution: Slight NSFW)
I’ve looked this issue up online as best I could, and tried multiple suggested actions to fix it. Below are some things of note:
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I use Blender for the rigging and export of these models. I saw an issue of something similar online about broken physics assets using Blender, and their solution was exporting the model with a scene Unit Scale of 0.01. This didn’t work. I attempted to try other scaling, such as 100, and other types of measurements like centimeters and meters. I’ve tried importing the FBX files with Convert Scene Unit checked AND unchecked. There has been little to no difference.
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In all of the attempts, I’ve been unable to scale the physics asset below what I’ve seen in the tutorials. Many times the videos show the assets becoming almost miniscule, while the size of the physics shapes in the examples provided is about the minimum size for the assets. I’m not sure if that’s important, but it felt worth noting.
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I was given a DAZ3D model to export from Blender to follow along with the video tutorial. There were no issues with the physics, and I don’t know what I’ve been doing wrong with my models.
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I’ve tried different rig set-ups, disconnecting all of my bones and making them all face the X-axis, fiddling around with bone settings in an attempt to get it working with no luck.
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I’ve tried disabling Collision response to see if that would affect anything (it doesn’t.) In addition, the physics assets break when gravity is enable or disabled.
I’m at my wits end. If I can’t find a solution to this I might as well rig the models with premade jiggle animations if I can’t get this working. Any help would be greatly appreciated, and if necessary I can provide some additional information.