

There are 3 main ways in blender to deform meshes: bones, mesh deform cages, and surface deform meshes. To give a quick rundown of physics driven animations in blender: My explanation of the boob stuff was also a bit chaotic and unorganized, so I don't blame anyone for not entirely following along. Most stuff i use now are cloth sims (but still bone driven). But I am curious NOW )Ĭlick to expand.I've since stepped away from doing physics in rigid body, appending/linking rigid body sims is too much of a pain in the ass. (I will probably learn the answer when I get to face rigging tutorials. Why do some of your rigging bones for the vag seem to "dangle" downwards from it.

:Oīonus question: So far I have dome fome FK and IK stuff and some constraints. Is this all with bone constraints? I cant even imagine how its done. Is there a rigid body sim running, that then controls/restrains the bones?ĭo you have some tutorial or any other relevant leaning ressource that you can point my curious ass towards? ^^Īlso, what black magic do you use to make the folds and the individual "parts/bits" slide out/by each other. I thought about doing some cloth sim for boobs, but your rigid body stuff looks great!!Īs a noob I dont quite understand how the ridig body stuff and bones are set up. I am really blown away by your vjayjay rig and your boob physics. Currently learning the "anime" style modeling (mostly faces) and npr shading, as well as some rigging (dikko tutorials and some "rigify everything" stuff). I started learning blender (again) for lewd purposes around half a year ago.
