Physic - Stellar-Blade-Modding-Team/Stellar-Blade-Modding-Guide GitHub Wiki

Overview

In this document we will be scripting how to make physic with your custom model or modified in game model for Stellar Blade.

There are two different methods for Physic editing which are Clothing Simulation and Bone(Kawaii) Physic. You can also use both methods to reach the result you want.

Required Tools & Plugin

For Clothing Simulation it's inbuild in UE which means you only need to have the engine installed.

For bone physic alternatively you can install Kawaii Physics Addon

Workflow in Blender

Work in pogress.

Workflow in UE

Jiggle bone physic ( wrote by Misberave)

This is a tutorial on how to enable jiggle physics for breast and literally everything you want.

  1. First you need to create an animation Blueprint on your mesh which will be assigned to the skeleton automatically ONLY, you cannot duplicate or reuse it for another skeleton later, it is strictly bound to the one you created it for.

  2. Then you create the nodes from the video(to be added), and one "Spring Controller" for each Bone you want to assign jiggle movement to.

The Jiggle will only affect the weight painted areas that are assigned to the bones

  1. After that you set up the values.

The Values for each Bone are as followed:

Spring Stiffness: The more, the stiffer

Spring Damping: Damps the jiggle, the higher, the sooner the jiggle will end, the lower, the longer the jiggle will "swing"

Max Displacement: Determines how far awar from the bone the mesh will move away from, best to set it to 1,5-3 max.

For Breasts you should start with 400 stiffness, 10 Damping and 3 max displacement. Brings good results in lobby and then adjust from there.

These are the only settings you need to change. Keep in mind for ingame you need to crank up the damping alot more cause the movement is way more than in the lobby. I set it to 120 for my Squirrel Girl mod.

  1. After you created the nodes, you can test the jiggle a bit when you press "Compile" in the left preview window multiple times, thats the only preview you get in the engine.

  2. The last step is to add the Blueprint as "post processing animation blueprint" inside the settings for your Mesh.

Make sure you package the animation blueprint with your mod and thats it.

Cloth Simulation

Work in pogress.