02-19-2021, 01:38 AM
(This post was last modified: 03-09-2021, 06:30 AM by Remy2FANG.
Edit Reason: Adding more information on FANG's physics. Mystery Solved!
)
@THEJAMK
In my opinion, it's probably better just to use the original existing PhysicsAsset for F.A.N.G as they cause the least amount of problems.
But I've actually done some tinkering and found some parameters that may look as close to the original. I'm still pretty amateur when it comes to the whole physics stuff, so it's not perfect...but it's pretty close. Here's what I did for FANG Sleeve Physics Collision in UE4 :
There are other problems that you'll face when modding F.A.N.G's PhysicsAsset. When activating his V-Trigger 2, most of the time his sleeves will not roll up and will look stiff and static. And then after his V-Trigger 2 gauge is depleted, his physics might loosen up and lose it's parameters, or go nuts and bounce around to the point of being unplayable, or things will go back to normal if you're lucky. I know for sure that his V-Trigger 2 deactivates and reactivates his PhysicsAsset, but unfortunately I don't know how to control that part. I think that's a question for @"Killbox"
But that being said, I still think it's more convenient to use the existing original PhysicsAsset.
I hope that helps.
And if you are making a girl version of FANG, I'm looking forward to that!! You make awesome mods
UPDATE 03-08-2021 -- I figured out how to stabilize FANG's physics at the end of V-Trigger 2. All I had to do is delete his Armature physics envelope in Unreal Engine 4 (it's right next to his b_C_Base envelope). Alternatively, I could also invalidate Armature by hex editing his PhysicsAsset, turning Armature to Xrmature. That way, he won't go nuts and bounce around after VT2. He'll just stay completely normal!!
Also, THEJAMK's idea of renaming the sleeves bones is great as well!!
In my opinion, it's probably better just to use the original existing PhysicsAsset for F.A.N.G as they cause the least amount of problems.
But I've actually done some tinkering and found some parameters that may look as close to the original. I'm still pretty amateur when it comes to the whole physics stuff, so it's not perfect...but it's pretty close. Here's what I did for FANG Sleeve Physics Collision in UE4 :
F.A.N.G Sleeve Physics UE4 Parameters and Examples:
There are other problems that you'll face when modding F.A.N.G's PhysicsAsset. When activating his V-Trigger 2, most of the time his sleeves will not roll up and will look stiff and static. And then after his V-Trigger 2 gauge is depleted, his physics might loosen up and lose it's parameters, or go nuts and bounce around to the point of being unplayable, or things will go back to normal if you're lucky. I know for sure that his V-Trigger 2 deactivates and reactivates his PhysicsAsset, but unfortunately I don't know how to control that part. I think that's a question for @"Killbox"
But that being said, I still think it's more convenient to use the existing original PhysicsAsset.
I hope that helps.
And if you are making a girl version of FANG, I'm looking forward to that!! You make awesome mods
UPDATE 03-08-2021 -- I figured out how to stabilize FANG's physics at the end of V-Trigger 2. All I had to do is delete his Armature physics envelope in Unreal Engine 4 (it's right next to his b_C_Base envelope). Alternatively, I could also invalidate Armature by hex editing his PhysicsAsset, turning Armature to Xrmature. That way, he won't go nuts and bounce around after VT2. He'll just stay completely normal!!
Also, THEJAMK's idea of renaming the sleeves bones is great as well!!