I think I have almost completely eliminated the biggest flaw this plugin had since right from the start. At one point I was even close to scrap it altogether because of this.

I guess you know what I mean - the perpetual jiggeling in certain poses or while intense penetrations are happening.

But now:
In my testings I could even fuck up the pose so bad that the whole arm is visualy shaking; without any jiggeling. I also did test massive penetrations with "Sh_Massive" maxed out and a bit of "Sh_Girth_XL" as well (just for science, of course); with no impact on the thighs at all!
As a side benefit, the shaking is more accurate during animations. While it generally is a bit less, it now does reflect the actual impacts. Beforehand, the fighting colliders often led to a constant background jiggeling overlaying the impacts.

It has to be said though, that with bent hands the arms can still jiggle in some weird situations. But as before, there is the minAccel slider for you to increase. The arms are now enabled by default.

How did I do this?
It's so easy that I really could have thought about that before: When the colliders are fighting, they are visually static but in fact they move back and forth every physics update. So we just have to check if the velocities (last and current) have alternating signs. If so, return 0 as the acceleration value.
On a regular animation this will also skip the single frame where the velocity changes from + to - or vice versa, but that's negligible.
Unfortunately, there are rare cases where the velocities do not alternate. Don't ask me why. Use minAccel if that ever happens.

I'm so happy right now :)
For me this is a total game changer, because now I can slap it into any scene without having to fear bad behaviours! :D
Sorry guys, I missed yesterdays update, and I feel almost ashamed for it...

BUT:
This puppy has grown a lot over the last two days. This is version 21 now, which means she is fully mature and ready for some seeerious action :D

Here are the news:
  • New flex region: Ankle. Drives the calf muscles based on foot rotation. The orientation relative to gravity has no effect on this one (unlike all the other regions).
  • Preset system: FlexIt now features the same preset system as ShakeIt. Values are stored within the scene etc.
  • Physics rates: The behaviour should be consistent across all physics rates (as long as you don't play in slowmotion)
  • Frame renderer support: This is very good news for all the MMD fans out there! Now you'll get the same behaviour as in real time, even if your renderer slows the game down to 5fps. For this to work you only have to set the new chooser in the FlexIt UI to the frame rate you specified in your renderer (target video fps). The chooser affects both modules.
    Thanks to @trety for beta testing! I want to see some nice vids now! :D
  • Enhanced defaults (in my opinion)
  • Various other fixes and improvements probably no one cares about. Even I don't remember them, lol.
There are still things I want to improve, but I think the core is pretty much complete now. Happy flexing and shaking! ;)

Ah, one more thing: Only a few more ratings and I may be sitting right behind TittyMagic in the top resources list! What a dream team that would be, huh? Man, I never could have imagined that when starting this... Thank you all for your feedback!

And another one: The presets for the 2 modules are separated for now. But I'm not sure about it. A combined one would be more convenient, but the separate ones allow you to mix and match. Tell me what your opinion is. Or don't you care about the presets at all, because the defaults are awesome and/or the UI is too intimidating?

EDIT: Update on what's next:

Before I get back to my original project I want to add some things to this one:
  1. Find an efficient way to distinguish if a pose (or even movement) is achieved through the models own muscles or if it is implied by external forces. If e.g. a straightened leg is placed on the bed, the muscles should be fully relaxed. Right now they are flexed, because the plugin doesn't know about the bed and thinks the leg is hold in that taxing position by the model itself.
  2. I have an improved version of WorkOut that I want to include. I think this would pair very well with the muscle system.
If you have ideas what could be improved or implemented, just let me know! But please, don't tell me that the UI is too complicated and that I have to add one slider to rule them all. I've expressed my thoughts on that many times in the discussion. One thing I could imagine in that regard is a system to blend between presets. But for that we need a solid base of presets created and shared by you! You know my model by now. I create and test stuff exclusively on this one. If you have e.g. a chubby or slender model and found good settings for it, share it or send it to me! Please! I really want this to get rolling!
  • New flex region: Elbow. The defaults are not too strong though.
  • Dynamic effects should be less "snappy". Now the target morph value derived from acceleration is distributed among multiple frames.
  • Morph improvements for the shoulders.
  • Fix: The max morph values had been reset to 1 after a pose preset was applied (the classic way or via timeline), ignoring the values set by "Amount".
  • New FlexRegion: Shoulders and upper back. Seriously, watch the video. This is getting way too good :)
  • UI improvements to make things clearer
  • The "Amount" slider now sets the max morph value aswell as scaling the dynamic effects
  • Fixed: chest influence on the abdomen was calculated with the wrong sign
So what's next?
Arms and calves. Improvements to the static pose flexing, but this needs to incorporate collision detection. While the detection itself is easy, setting up the logic to cover all possible circumstances is really challanging.
This drives the abs, sides and the lower back.
Sadly, the naming sheme get's even more obscure, but I can't find something that fits all regions. For now:
  • "Fwd": hip forward, abs are flexing
  • "Bwd": hip backwards, lower back is flexing
  • "In": hip to the right, right side is flexing
  • "Out": hip to the left, left side is flexing
You should keep identical values for the latter two. It's the same morph, just on the other side. Maybe I'll refactor the code in the future to have one setting applying to both.
This is still WIP, so no presets for now. The effect may vary based on the shape of your model and of course the animation you play. Generally, the effect is way less prominent on regular sex animations than in my demo vid. So don't be afraid of the muscles shown ;)
But yeah, I'm very happy with the result, at least for my babe :)

Edit: Now that I have the system ready, the remaining regions will follow shortly. The abs and lower back are almost ready, and it's looking great so far!

Edit2: Wow, it's looking more than great, it's just awesome! Can't wait to release those abs. Probably tomorrow!

Next will be the upper torso, mainly the back and shoulders. And yeah, the calves... So juicy and yet so complicated, just like real life girls. I'll probably have to do some collision detection for that.

Btw: It looks really cool on males too!
New:
  • Fix: forgot static flexion on the right leg
  • Fix: Morphs are now considered "pose morphs", so they won't trigger Naturalis/TIttyMagic calibration
  • Improved defaults to
    • reduce trembling (lower accel strength)
    • and to have the acceleration have an effect even while the muscle is statically flexed (gravity flexion cannot reach the max morph value on it's own)
Plans:
  • More regions, but the calves and belly are bit complicated (calves: feet touching ground?; Abs: multiple inputs) and arms are boring, so I'll probably do the upper thigh/pelvis/glute area first.
  • Rework tension system of ShakeIt to be driven by the actual muscle flexion
  • Maybe I'll throw WorkOut in the mix. It would be cool to have the (static) flexion also contributing to the exhaustion.
Bend accel strenght -> 3 to smooth things out
  • New module "FlexIt": Simulates muscle flexion based on rotational acceleration. It also takes into account if the bodypart has to be hold against gravity, leading to a static flexion of the muscle.
    For now, it only affects the thighs while bending or straightening the knees. More regions will follow.
  • ShakeIt: The thighs are now split by default with slightly different frequencies and strengths on the subregions to enhance realism.
The enabled states of the regions weren't stored in the presets.
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