7/8/26 WIP: more cucked by tongue and figuring physics (Patreon)
Content
I spent most of my time this week on shorts and things while rendering fluid sims for the primary animation. The fluid sim in the snippets above took hours for the final render, and it's not even that good. This is among all of the attempts that took multiple hours to see whether something was wrong, and the fact I had to repeat this process among many small sections of fluids. In this case, I was forced to work on other things because this was taking so long. I have to look for another way to do fluids.
Speaking of physics, I guess I was just a coward about jiggle physics? I used a bone physics addon (called "Jiggle Physics") and got decent, fairly stable results. I have to mess with the settings among other things but I think the current results are good enough to start using them, and the baking time is rather short for something physics related in Blender which makes testing easier.
The gif above shows a scene from CBT (cucked by tongue) where everyone's thighs/ass have jiggle physics; the thighs are clearly a little too much, but that should be simply remedied by stiffening the settings. Teto's galls are clipping heavily through Miku, but that's not easily fixable and is part of why I hesitated on bone physics to start: bone physics have bad, nonexistent, or not easy to use collision. In the case of this addon, it's a combination of not great and not easy to use.
In general, bone physics are stable at the cost of restricted movement, which can mean that upon collision, if the angle is too extreme, the bone usually continues almost as if there was no collision. As for not easy to use, this addon (like most bone physics) require assigning a collection as the collision objects, but I've had hierarchy problems where if the objects are in a collection in a collection, they don't get counted. For the record, all objects in the scene are organized into between 2-4 layers of collections because of how many objects there are, so this makes collisions somewhat difficult. There's probably an easy solution, and since the collisions are so important I plan on continuing to look into it.
For reference, the image in this post is another scene with normal cloth sim setup, and it going through itself (despite collisions) is a fairly normal occurrence. That being said, I think the solution is some mix of the 2 types of sims, as bone physics only have collision by bone, they cannot have the mesh deform based on the shape of another mesh, which is required in more delicate scenarios. Mixing anything with cloth physics is difficult though, so I will have to do some extensive testing to find a good overall solution.
Then there's the fluid sim. I am not satisfied with how it looks; the idea to convey is Miku is coming a bit from the pounding, but the origin of the fluid is somewhat unclear and kind of looks like spheres coming out, not truly a liquid. That sim took hours, then many more for the trials. If there was any addon I truly needed for Blender, it's better fluids.
Thanks for reading and supporting, I hope you have a good rest of your day :3