Simple Anime Physics Plugin for Unreal Engine 5 with Kawaii Physics

Dec 4, 2024 at 9:35 AM
Kawaii Physics stands out by respecting the original shape while deftly controlling physics through the animation and movement/rotation of the SkeletalMeshComponent. It offers a unique KawaiiPhysics node that finds its place within the AnimGraph of AnimationBP. This allows for precise specification of certain bones and their child bones to move in harmony with the character's motion. With only two types of physics control parameters, it presents a more straightforward setup compared to the engine's standard AnimDynamics. Moreover, it enables the addition of sphere, capsule, and plane collisions, and provides the flexibility to adjust the position, orientation, and size of each collision directly in the Animation Editor's viewport.

Unlock the Magic of Kawaii Physics in Animation

Kawaii Physics and Bone Length Maintenance

Kawaii Physics takes great care in maintaining bone length. It ensures that bones remain intact and do not stretch or shrink, even in the face of calculation failures. This is a crucial aspect that sets it apart from other physics systems, as it guarantees the integrity of the skeletal structure during animation. By using a simple algorithm without PhysX, it manages to achieve lower overhead compared to the engine's standard physics system, making it a more efficient choice for animators.

The ability to maintain bone length adds a level of realism and stability to animations. It allows for more natural and fluid movements, as the bones behave as they should within the context of the animation. This attention to detail in bone length maintenance is a testament to the quality and innovation of Kawaii Physics.

Adding Collisions in Animation

In Kawaii Physics, adding sphere, capsule, and plane collisions is a straightforward process. These collisions enhance the interactivity and realism of animations, allowing objects to interact with each other in a more believable way. By adjusting the position, orientation, and size of each collision directly in the Animation Editor's viewport, animators have fine-grained control over the collision behavior.

For example, a sphere collision can be used to create a bouncing effect, while a capsule collision might be suitable for creating a more elongated object with specific collision properties. The plane collision can be used to define flat surfaces against which objects can interact. This flexibility in adding and adjusting collisions gives animators the tools they need to create more immersive and engaging animations.

Comparing with the Engine's Standard Physics System

When compared to the engine's standard physics system, Kawaii Physics offers several advantages. Its simplicity in terms of physics control parameters makes it easier for animators to set up and understand. The ability to maintain bone length without the need for complex PhysX algorithms leads to lower overhead and better performance.

While the engine's standard physics system may offer more advanced features, Kawaii Physics focuses on providing a streamlined and intuitive solution for animating with physics. It allows animators to focus on the creative aspects of animation rather than getting bogged down in complex physics setup. This makes it a valuable tool for both novice and experienced animators alike.

Take a look at another demo below: