I played around a bit, and managed get some pretty cool early results, so I figured I'd share this little tech demo.
I'm detecting the current position of a single GPU sim particle on the clothing (red plus sign), and nearby soft physics joints around that particle (green plus signs). Then I apply a force to each soft physics joint. It's the same force for every joint, just a simple directional force from the position of the cloth particle towards the average position of the nearby joints.
TittyMagic's breast morphing based on average position of soft joints is playing a pretty big role, making the entire breast morph as force is applied to just a few soft joints.
This shows it's possible squeeze the soft physics mesh when clothing is equipped just by using physics simulation. To make it practical, there's a lot of things to consider:
Obviously, this only works if soft physics is enabled. Whether something similar is possible with non-sim clothing, I'm not sure yet - the current WIP depends on GPU sim particle positions.
I'm hoping to combine this system with adjustments to physics parameters on the individual soft joints, possibly applying force to the hard colliders as well.
Adjusting the main joint physics (like up/down angle target) would be useful as well. How the main joint physics changes could be calculated from the overall amount of force and the general direction of the force.
I'm a bit hyped about this, but let's keep our pants on as there's a lot of work to do!
-everlaster
Jyubei
2023-05-07 22:50:38 +0000 UTCSmumblepooch
2023-05-07 02:15:45 +0000 UTC