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Someone was curious about seeing colliders on characters. Well here they are, shown on 2 different morphs sets on the female character. I counted them because I was curious as well. The colliders auto-adjust based on morphs and skinned vertex positions so they are generally accurate. As seen in the picture I skimped on the shoulders and arms a bit to save processing time. The arms don't use auto colliders which is why they look same across the 2 characters shown here. I'll fix these at some point so they work with more morphing. If you see clip through on shoulders or arms, this is why. Ideally I would like about 8-10X more colliders per character to make it work even better, but the processing power is just not there yet and Unity's Physx implementation needs some further work to make this feasible. The upcoming male character does not yet have these auto colliders so it will also be subject to some clipping in the next release (1.1).

One primary goal I had with this project was skin-accurate collision, which is why I am posting this. It sort of shows how much further it needs to go before that goal is achieved.

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Comments

Anonymous

crazy:)

Anonymous

Instead of so many capsules, why not use mesh colliders? You can slice-up her mesh into sections and then make extremely low-poly versions of them. I realize that's a fair bit of work, but 794 seems unnecessarily high. I'd think you could do it with ~10% of that if you did. You can always keep capsules for small things like fingers and toes where precision isn't necessary. (I've used 100s of mesh colliders in my projects and the performance hit isn't as bad as it was many years ago when physics were done on CPU.)

meshedvr

Mesh colliders are terribly expensive to update shapes at runtime, even if this was broken up in many smaller sections. And if the mesh collider is attached to a non-kinematic rigidbody they must be convex. I did experiment with this early on and it was a no-go. Updating a low-poly version of the character made the app run at about 8-9fps. It is possibly Unity has improved on this so it might be worth some more experimentation. If these were static objects, mesh colliders would not be a problem, but these are moving characters and the mesh is constantly changing. It is much more efficient to use capsule or sphere colliders attached to rigidbodies that move their anchors with the skinned vertex positions. I agree this is very brute force, but short of using a custom physics solution (particle physics would be a much better approach), I'm stuck with Physx.

matthew b

where is the new update ?

matthew b

where can i download the full game ?

Anonymous

I'm not sure if this is something you've already considered, but I had some thoughts on ways to adjust the distribution of the colliders so that you could get the flexibility on the arms without having to add more than there already are; think about the parts of the body that doesn't have a lot of body fat, the digits, hands, feet, shoulders and back... and the "anal" area [not sure if that would have an impact on its current functional state]. All this is obviously assuming your soft body setup is based on regions of the body, and not a part of the physics of the entire model, I honestly don't know for sure.

meshedvr

There is only single download for now (version 1.0 & patch 1.0.1). You enter patreon keys on main start screen to unlock the content and then just enter VR. Version 1.1 will be out this month. It is well underway with many improvements, tweaks, and bug fixes.

meshedvr

The hands, feet, toes, arms, etc. are already "hard" colliders and use a minimal set of capsule colliders that will closely mimic the skin surface. There are a few areas that need a few more to be better to prevent clipping. I used less in more rigid areas since the skin does not bend there. I don't think I can cut back without losing significant surface accuracy. I really actually want to use more to make it better.

Anonymous

what are my patreon keys?

meshedvr

They are in the older posts. Here is one for Creator: <a href="https://www.patreon.com/posts/creator-content-13172346">https://www.patreon.com/posts/creator-content-13172346</a>

Anonymous

Thanks

Anonymous

I have a proposal to a new feature for the motion controller When you grab her hand with the grip button, you can make the girl close her hand into a fist the harder you press in the trigger., basically making her grab her ass or boobs . and still keep the collision on the fingers and the skin you're or rather that she is grabbing to softly/firmly grab it.

meshedvr

If you do full grab of hands now, the triggers will actually flex the fingers a big. I'll be improving this going forward. I have plans for a touch feedback system and also some tweaks to the finger joints to make them behave better. I would like fingers to stick to things if pressed firmly. Currently they slide a round a bit. So I have both feature to add and some tweaks to make. Some of these will be in upcoming 1.1, but most will be in 1.2 or later.

Anonymous

Does this game currently support leap motion? If not will you plan on adding support? I could wait for the knuckle controllers but that might not be available till next year I imagine.

meshedvr

Not currently, but I do have a leap motion sensor, and I would like to add support for it. I don't know if I will be able to fully replace the motion controllers though as I use nearly every button for something. I'll try to replace those with gestures.

Putz Power

Is there still a place for Leap Motion after having Touch Controllers? Also if you could get all camera controlls mapped to the left or right controller in play mode would be great. Right now you have to use right one for turning and altitude. Unless im missing the way to link my view to one of the floating camera nodes? on same note can i tilt my camera down without having to tilt my head?

meshedvr

I do plan on looking into limited Leap Motion support. Virtual hands could be fun! Someone else asked for way to swap Touch controller function. I was going to all you to press thumbstick to be able to swap the function of the the thumbstick. In this way you could use either controller for full movement controls. Currently there is no way to link your view to one of the camera nodes, but I could consider that if I add 'tilt' support, which is you next question. There is no tilt support at the moment. I figured people would make scenes oriented the way they want, but I can see it might be nice to have this. Let me think about how to do that without causing some really odd navigation issues.

Adeptus Steve

Looking very interesting mate, I was wondering a few things and wanted to ask if youd be interested in a little chat from dev to dev. Let me know :)

meshedvr

Absolutely! Love chatting with other devs. You project looks amazing! I have to find some time to check it out in more detail!

Jerbens Jarman

As this project goes on, will there be support/documentation for adding your own characters? I'm really interested in what you have here because of the skin-level physics on the whole body

meshedvr

Currently character meshes and bone-&gt;skin rigging are based on DAZ3D genesis 2 and I will be adding support for genesis 3 in the future. I would like to be able to add support for custom morphs and texture sets, but they will have to be compatible with one of these 2 models for this to work. I can't support any other mesh topology as the mapping to soft body physics is a manual, time-consuming process. Same goes for the auto-collider system. Also - currently the soft physics is limited to several zones and is not whole body. The system is too expensive (CPU) to apply to all areas of the body right now.