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Breast Physics

Started by Evil Bachus Dec 13, 2006 at 2:14 PM 6 replies 5.3k views
Original Post
Evil Bachus
Evil Bachus
A half-silly, half-serious question: How are the breast physics (re: bouncing) programmed in most games (like DOAX2) these days? My mind started to wander while driving home from lunch and I realized that for such a prevalent feature in recent games, I've never seen a tutorial or article or whatever explaining how its done. Morph targets? Skeletal animation? I realize the silliness of asking, but I can't be the only one who's wondered about it.
Promit
Promit
In all seriousness, would you really want to do anything even vaguely similar to what DOAX2 does? I'd want to stay as far away as possible from that.
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Exilberliner
Exilberliner
Hey,
there is a bouncinb boob tutorial:

http://mecovili.slylabs.com/bobotu/index.htm

it's only for 2d animation but at least it's something :-)
mecovili
mecovili
Hehe. Someone linked my 2D tutorial. XD Anyway, I guess it depends whether you want:

a) a single animation sequence (for cutscenes, mostly)
b) a couple of animation sequences that cover most scenarios
c) actual physics, designed to respond realistically to applied forces.

EDIT: keep in mind that boobs are high in fat content, and contain little muscle.
m4gnus
m4gnus
i just read a book that covered that and they did it with simple skeletal animation.

regards,
m4gnus
"There are 10 types of people in the world... those who understand binary and those who don't."
Sneftel
Sneftel
A simple spring-point mass model would probably suffice for all the realism you could want.... model each, er, system as a triangular frustum with diagonals, and use verlet integration to simulate (since artificially adding energy to the system would look weird.)
Exilberliner
Exilberliner
As boobs are mostly made out of fat, maybe this:

http://www.gamedev.net/community/forums/topic.asp?topic_id=419148

is of interesst. Although you might don't want the boobs to bounce to much in case they might rip off...

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