- why didn't you use procedural animations for the jiggly parts?
I believe in the video you are referring to they use simulated bodies to achieve the tail wiggling for example. The issue with that is I am already using Kawaii physics for breast/glute/stomach jiggle, which gave me a better result than simulating bodies in the physics asset. I would probably have to disable Kawaii, setup a physics asset for jiggle, then swap it out and simulate. But the issue with that is it would lead to inconsistent results since the jiggle you get from simulating isn't the same as what you get with Kawaii.
But I agree with you that the physics in the clip is rather painful lmao, I just need to play around with kawaii some more to get a better result that's fully dynamic.
- did you think about using additive animations instead?
That would probably work in some cases, like breathing. But if I had two poses, say a sitting pose and a laying down pose, and I wanted to add leg movement, I'd need two different additive leg animations for both of them since the legs are at totally different angles. With my method, the IK is enabled on frame one of the animation, so it doesn't matter if the animation is standing/sitting/laying down, the initial IK locations are set to that specific animation and then given random movement, so nothing is dependent on what the initial pose actually is. If that makes sense.
it feels really robust and gives no sign of clipping through. What is your secret?
Thanks
Most of the clipping is fixed simply by using the sculpting tools in Blender. Then if it persists, sometimes weight map corrections are needed. For stuff like dresses and skirts, I simulate various leg bending angles in Daz using Dforce and add it to the clothing as a morph, then use morph drivers to sync them up to the legs. You may ask "Why not just use cloth physics?" And the reason is, Unreal's cloth paint/simulation system is sadly incompatible with morphs. With corrective morphs for skirts/dresses, it works with any combination of morphs I apply to the character's body.
And if there is still clipping after all that, a slight offset is applied to the WPO of the clothing material. All of this is enough to completely eliminate clipping in 95% of cases.