Simple Anime Physics Plug-In For Unreal Engine 5
Kawaii Physics respects the original shape while controlling physics based on the animation and movement/rotation of the SkeletalMeshComponent. It comes with the KawaiiPhysics node, which can be used in the AnimGraph of AnimationBP.
You can specify certain bones and their child bones to move in sync with the character’s motion. With just two types of physics control parameters, it’s easier to set up compared to the engine’s standard AnimDynamics. Add sphere, capsule, and plane collisions and adjust the position, orientation, and size of each collision in the Animation Editor’s viewport.
Kawaii Physics maintains bone length, preventing bones from stretching or shrinking even if calculations fail, and uses a simple algorithm without PhysX, which should result in lower overhead compared to the engine’s standard physics system.
Take a look at another demo below:
Read more here: Source link
