[Tier 3] My experience with Jiggle Physics so far (First Project Breakdown) (Patreon)
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The final scene of my next animation is going to need jiggle physics for Kiriko's butt but I didn't really like the whole rig I made for my widow x mercy animation, plus what I was going for was unique because it wasn't just adding physics to a simple hanging thing like a breast... I needed to add physics on the butt area while also accounting for armature changes like animation and poses...I found some VERY VERY helpful tutorials online by lewdineer (their twitter) so thanks to them I managed to basically perfect larger breasts such as Mercy's in this example:
Once I had that down I went on to Kiriko's butt, and this took me a really long time.... lol. Way longer than it should have. Basically, jiggle physics can be simplified into 3 parts, the cage mesh (scaled around the affected area) the actual physics being used (I'm still using cloth) and the weight painted vertex area (how much it affects the characters mesh) The trick here is that each one affects each other, and tweaking them just right can take a very long time. I had a lot of problems making the cage mesh because when Kiri would bend over the mesh would sometimes not bend with her, or like become weirdly inverted, or just not be where I wanted it to be. I also had some problems with the cloth physics being way too excessive and just causing her but to be like stretchy Jello, however, this was easily fixed by just reducing the weight of the vertex group so when the jiggling cage mesh gets transferred to the actual character mesh via surface deform modifier, it would have less of an effect, which means less jiggle in the final render. phew, that was a lot and probably very confusing but hey this is a confusing software lol. Here is what I have so far, just need to make some tweaks to the cloth physics and it should work pretty good: