WIP - Onward and Outward
🕑 Added 2023-12-12 18:42:10 +0000 UTCHello! As decided in my last poll, I've been focusing on sizes between skinny and blob. To be honest, it's been more complicated than I expected, but after a lot of trial and error I'm finally getting some results I'm happy with.
In my last build, some of you might have noticed that all the jiggly bits moved in unison. That's because every part of the body used the same motion sensor to determine how it should jiggle. It's not a huge deal at smaller sizes, but as the character gets bigger, this flaw becomes more and more noticeable. To fix this, I added multiple motion sensors in different parts of the body to help the jiggly bits move more independently. Here's the sensor for the left side of the butt as an example.

There's a lot of settings to play with so it takes plenty of testing and tweaking to get the jiggles to behave right. In addition, settings for one size may look bad when applied to a larger size, so all of these numbers need to dynamically adapt as the character gets fatter.
Adding additional motion sensors improved the jiggle quite a bit, but having so many on the same mesh in close proximity caused their motions to interfere with each other. This sometimes made it look really wonky. To fix this, I had to separate the jiggle painting into 3 different layers - one for the belly, one for the butt and and one for the breasts. This way I can isolate motion sensors to more specific parts of the body so they don't interfere with each other as much.

That pretty much takes care of the jiggle effects, but there are still issues with the character's animations at larger sizes. I want her to move with more weight and effort as she gets fatter and I'm still trying to figure out the best way to do that. I've had some success with it as you can see in the first GIF, but there are still a lot of little issues I need to iron out before I'll be satisfied.
Anyway, that sums up the major stuff I've been working on lately. Unfortunately, figuring all this out has been a heavier lift than I expected so I haven't made as much progress as I wanted. To make up for it, I'm going to try to sneak in a few of the lighter-lift suggestions some of you mentioned in my last post. That said, I'm hoping to release a new build with this stuff sometime next week. Thanks for hanging in there while I work on this next update!
Comments
netlok
the gif looks awesome, your hard work bears fruit
Marek Bradshaw
awesome, can’t wait for the next build
Spectag
yo merry christmas
Clatter Kree
I can't wait to test it out
georgie
looks great
blobygon
Yeah I definitely plan to add that
Marek Bradshaw
will there be an option to look around when you are in first person at some point?
SPARKS 360
I see, no worries, keep up the great work!
blobygon
Unfortunately, the physics simulator breaks past a certain size so I had to set a limit. So far I haven't figured out a way around this.
SPARKS 360
ah cool. I don't mean to be greedy, but do you think there'll be a time when the characters can take up the whole room like the yoga room or the factory? (¬‿¬). thx
blobygon
By lighter lift I mean simpler features that won't take long to implement. Like adding options to systems that are already built.
SPARKS 360
I just stumbled on your project and I'm enjoying it alot! I'm curious what do you mean by "lighter-lift suggestions"? thank you
LeftHandManGary
This looks amazing, I got to say. Can’t wait for whatever comes next.
Whorlee Slime
Honestly I appreciate delays , I'd rather wait for something good then get something unfinished or half-assed quickly. Love the work you're doin ❤️
Patrick
Hey man, delays are a natural part of game development. Better to delay until it’s in the best shape you can get it than release an unfinished mess that you’d rather leave off your resume. All this to say: if you need more time, take it. I (& I think most everyone here) am willing to wait.
blobygon
Yes that's the long term plan. For now I'll be focusing on the wide shapes to figure out the whole process before moving on to the others.
An It
Hell ya
a fluffy bunny
Wow this looks great and can't wait to try it out. I do want to ask if there might be various forms of intermediate shapes in relation to a blob shape planned? Like for example the shape you showed off happens if you choose Wide but you choose Long its more belly focused instead of rear focused.
Bioshock God
I love the new Jill! I like the whole body, she looks a lot more proportionate and the butt looks way better. Very excited for the next update!
Troglodyte8
THE GOAT
joemama
This is so awesome
Brebonsfw
Looks amazing! Cant wait to play around with it when the next release comes out!
Scruntus
Gotcha, that's perfectly understandable. I figured that was the case but I thought I'd put it out there anyway. Take all the time you need until you feel it's perfect
blobygon
I'm not sure if it will make it into the next update, but I want the fat face/limbs toggle to work on these smaller sizes too so the option will be there at some point.
blobygon
Just this butt-centric shape for now. I will make other shapes corresponding to the other blob types eventually, but I want to focus on just one for now so I can nail down the process. Once I figure this all out, it should be easier to make more shapes down the road.
Nick
This looks really good! Definitely loving the jiggle physics on the belly, muffin top and butt area! X3
Bob Billing
Just discovered this game. Got to say the work you have put in is phanomonal. Or phenamonal. Or fenomonal.
Scruntus
It's looking pretty good so far! My only critique is that her arms and face (more so her face) are proportionally a bit too thin compared to the rest of her body. But that's probably more a personal taste thing, so I wouldn't take it to heart. I understand this is very much still a WIP, so I'm going to reserve my judgment. Either way, I'm looking forward to it
karson
That waddle is so cute. Seems to be tons of work to make a new animation and jiggle for every size and shape. How many do plan on shipping this update?
MisterAcorns
She looks so good!