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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Animation > Reusable Motion
Kaijin
Basically I need to add "gravity" to my female characters breasts for more realism so that she "bounces"/"Jiggles" wjen she moves walks, etc....


If any of you have ever played Dead OR Alive then you know the effect I am trying to achieve....

If not here is a link....

http://www.youtube.com/watch?v=VXqLj3PacQk

Keep in mind that this clip has the effect at max for the male players of the game...but you getthe idea of the effect I am trying to achieve.

Anyways that is what I am trying to do and please do not be offended by this because I am not trying to be perverted.

Looking forward to some answers and if this is in the wrong forum I apologize.
Stuart Rogers
You need to play with dynamic constraints. If I remember correctly, the way Joe Williamsen did it for his Hunter video on AM:Films was to have one main bone per breast, and from each of these more bones reaching to each of the CPs in the breast. Every bone had dynamic constraints applied. I suspect he then spent many hours trial and error to get it looking good.

Also, check out Bob Croucher's dynamic constraints Tech Talk. It's a big download, but worthwhile.
CRToonMike
You could check out Demented3D's tutes:

http://www.demented3d.com/tutorial/

Check out the lag constraints link on that page.

hth

m!ke
noah brewer
One method that works well for human body fat (as well as hair-styles too) is to use smart-skins with the dynamic constraint. This works well if you are not happy with the results of the dynamic constraint alone.

Make a bone (example: fat bone), and then make a new smartskin for it. In this smart skin, model the body fat at 4 extreme positions, which should each be at a 90 degree rotation (x=90, x= -90, y=90, y= -90).

Then copy this bone, or make another bone that is rotated the same way as your fat bone. Apply a dynamic constraint to this new bone, and then Orient your fat bone like it (with orient constraint). This way, if the dynamic constraint goes over a 90 degree rotation, you can lower the enforcement % on the orient constraint to keep your body fat animating correctly.

Here's an old TUTORIAL that I made, but the 1st and 2nd steps of the process should still apply to A:M version 10 and higher:

http://www.noah3d.com/tut_dynsmart.html
John Bigboote
That's good advice Noah!

Yes, the dynamic is the way I did the bikini girls in the 'Pass the Ball' movie, works well!

http://amfilms.hash.com/search/entry.php?entry=1080
MMZ_TimeLord
All good tutorials!

While we are being 'scientific' about this... you must also remember to take into account the amount of 'support' there are for your character's breasts.

One with a sports bra on will have much less movement than someone with only a bikini top.

Good luck with all your 'dynamics' tongue.gif
Fuchur
Dont miss the hunter-animations at A:M Films... this effect was created by using a dynamic constraint and it looks much more natural than the dead or alive-girls breast are... (or you are after attracting men... than thats the way to go wink.gif )

*Fuchur*
Kaijin
Yes I have seen the hunter one before and that works great I simply had forgotten about it. happy.gif

I will check out these tutorials and test some theories also thanks for the infoI always forget about constraints...Bad habit....Anyways I am better at modeling than animating.
Bruce Del Porte
You can for the most part use the up down motion of the hips and the shoulder rotation 180 degrees out of phase. When the hips are rising, the boobs are falling and visa-versa. Don't forget the squash and stretch. For this test I just boned each one and keyed at the limits of the hips and shoulders.

Old Walk Test
Kaijin
Thanks for the info I have to fine tune my technique but I can do it now thanks. happy.gif
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