Setting_up_JigglePhysics - CanInBad/KK_wiki GitHub Wiki


title: Setting up JigglePhysics contributors:

  • Naelstrof

This article assumes you have finished both [Installing the KoboldKare

SDK](Installing_the_KoboldKare_SDK "wikilink") and [Getting started with

Character Modding](Getting_started_with_Character_Modding "wikilink").

With your character working in game, now you want to add some jiggle to

the character!

There's a couple of interlocking and communicating parts to

JigglePhysics, namely the inflation systems and the ragdoll systems need

to know about some various configurations. I'll cover what I can here.

Jiggle Skin

Jiggle skin is a sort of a hack to allow for some extra tertiary

movement without adding extra bones. It's not trivial to set up, but can

add some really pleasant skin motion to a character. It jiggles fatty

areas.

Prerequisites

First we need to vertex color the parts that we want to jiggle,

unfortunately vertex colors are in the per-vertex domain, we need it to

be in the per-Face-Corner domain. I use [Vertex Color

Master](https://github.com/andyp123/blender_vertex_color_master) to

convert a Vertex Group to a color to accomplish this.

Create a vertex group with the parts you want to jiggle painted with a

weight. The stronger the color the more intense the movement, you'll

want to make the weights super soft with the blur tool, otherwise

they'll be really sharp, pin-like jiggles.

<img src="Lilith_jiggle_vertex_group.png"

title="Lilith_jiggle_vertex_group.png" />

Lilith_jiggle_vertex_group.png

With the vertex group created, you can use the [Vertex Color

Master](https://github.com/andyp123/blender_vertex_color_master) addon

to convert the vertex group to the Red color channel of the vertices.

<img src="Lilith_vertex_group_transfer_to_red_color.png"

title="Lilith_vertex_group_transfer_to_red_color.png" />

Lilith_vertex_group_transfer_to_red_color.png

This keeps the vertex colors in the Face-Corner domain, which prevents

vertices sharing a face from having different vertex colors.

Finally, in your prefab, ensure that your model is using a Kobold shader

for the skin material, it's one of the few shaders in the game that

includes the JiggleSkin components necessary.

Setting up Jiggle Skin

  1. Add a Jiggle Skin component to the root of your character. 2. Create

empty game objects at the center of where you want jiggle to happen. For

Lilith that'll be on the breasts and belly. For other characters you may

want to add some to the butt too. 3. Add jiggle zones for each object

you created, within the Jiggle Skin. 4. Set the jiggle settings to one

of the existing Soft blends.

Lilith_jiggle_skin.png

Jiggle Rigs

Jiggle rigs are purely bone-based jiggles, allowing you to jiggle

breasts, tails, hair, ears, and anything else that is boned and floppy.

Prerequisites

First we need a JiggleRigBuilder component added to the root of the

character. This will drive all of the immutable jiggle objects on your

character.

Simply add a new JiggleRigBuilder to the root of the prefab, next to the

CharacterDescriptor like so:

<img src="Add_jiggle_rig_builder.png"

title="Add_jiggle_rig_builder.png" />

Add_jiggle_rig_builder.png

Setting up breast jiggle

The game assumes that breasts will go from completely flat to fairly

large.

Simply add two new Jiggle Rigs by hitting the + button in the

JiggleRigBuilder, and set their transform to be the root of each breast

bone.

Then make sure that the JiggleSettings have some sort of BreastBlend

configuration. You can create a custom configuration if desired, though

the default BreastBlend JiggleSettings should work great for most

circumstances.

Breast_jiggle_lilith.png

Setting up tail jiggle

Tails are special in KoboldKare because players can grab characters by

them, so they need to be capable of disabling and enabling jiggle at any

moment.

To deal with this, we're going to create a special JiggleRigBuilder on

the Hip bone.

Tail_jiggle_setup.png

The JiggleSettings can be set to whatever you want, though Tail has okay

settings for various kinds of tails.

Finally, we need to let the ragdoller know that it should disable this

rig when it ragdolls. So that the physics simulation can take over.

You can do so by dragging and dropping the Hips into the "Disable Rigs"

portion of the Ragdoller.

Tail_setup_ragdoller.png

Setting up various jiggle

For things like big floppy ears, hair, loose clothing. You'll want to

add a unique Jiggle Rig for each by hitting the + button within the

JiggleRigBuilder.

Then setting each to a JiggleSettings. Not all jiggly things jiggle with

the same settings though.

Creating a custom JiggleSettings

Find a jiggle setting within your Project Tab that you think will jiggle

similarly to what you're wanting. For example floppy ears might jiggle

in a similar manner to hair. You can find all jiggle settings in the

project by searching `t:JiggleSettings` in the Project Tab search bar.

Then hit Ctrl+D to duplicate the setting, name it what you want and

tweak it freely.

You can also create a new JiggleSetting via the create menu by

right-clicking in a folder within the Project Tab and hitting

Create->JigglePhysics->Settings.

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