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After implementing physical bones and shafts, it felt natural to move on to physical balls. So that's what I've been working on this past week. Finally got to the point where I could test things out.

Here (in the linked/attached video) I'm playing around with some settings, seeing how the parameters affect the simulation.

This time around, we're using a more complex setup than in our previous project. Here, each ball is simulated individually, with a spring attached between them to limit the distance (rather than having a single sphere represent them both), leading to more physically correct behaviour.

The inflated state is user configured, so you could configure something else if you want. (The default state is also user configurable.)

Will definitely do more tweaking but I think it's looking rather promising so far!

All the best.

- odes

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Deimos

Cool! 🤪 A Few of the Most Magnificent Jewels. :D

VoidPhoenix

Yesss, amazing! Ball physics is probably one of my favorite things, haha. I assume the balls will physically collide with other bodies for that satisfying *plap*? And does the physics of them support one of the balls hanging lower than the other? A good pair often has some asymmetry to it.

FurryVNE Team

The idea is definitely to get that kind of dynamic and audio. Yes, you can configure the balls to be asymmetrical. If you look you might actually see that in the inflated state, I did configure it to be this (the character's left ball larger and lower than the other).

SkullKidDanzen

I've been wondering for some time if it was possible to implement ball clenching, could these new settings emulate the effect?

Bixxx

So hype!

FurryVNE Team

That's a good suggestion. The idea is to make as many properties as possible available during interactions so you could animate them any way you like.

Anonymous

Jiggly, and no clipping that i can noticed ! love it, always had such a pet peeve for clipping issues. in all honesty what i'm most anticipating is movement and animating the good stuff, but these little details definitely make me happy.

FurryVNE Team

There isn't that much to clip with in the video above. We're currently working on the physical collision implementation with the body. Very excited about that stuff. Will hopefully have something to show soon.