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Evil Bachus

Breast Physics

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Evil Bachus    214
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.

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Promit    13246
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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Guest Anonymous Poster   
Guest Anonymous Poster
I would guess a simple spring model along with volume preserving mesh deform...

one of my former proffs in college was doing work somewhat along those lines (but not for games(and certainaly not for boobs))

The first couple search results here relate to that:

http://www.google.com/search?hl=en&q=wilhelms+muscle+modeling

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mecovili    380
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.

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Sneftel    1788
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.)

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Exilberliner    122
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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