Basic Concepts
Understanding how KawaiiPhysics works.
Architecture
KawaiiPhysics achieves bone physics using its own lightweight algorithm without using PhysX.
Animation Pose → KawaiiPhysics Node → Modified Pose
↑
Physics Simulation
(Custom Algorithm)
Bone Chain
KawaiiPhysics applies physics to the entire bone chain starting from the Root Bone.
head (Root Bone)
├── hair_01
│ ├── hair_02
│ └── hair_03 ← Range where physics is applied
└── ponytail_01
└── ponytail_02
Exclude Bones
You can exclude specific bones from physics calculation.
Physics Parameters
Damping
Gradually converges bone movement. Higher values stop movement faster.
Stiffness
The force that tries to return to the original animation pose. Higher values make it stiffer.
Radius
Defines the physical size of each bone. Used for collision detection.
Collision System
KawaiiPhysics supports 3 types of collision:
| Type | Usage |
|---|---|
| Sphere | Spherical shapes (head, shoulders, etc.) |
| Capsule | Capsule shapes (arms, legs, etc.) |
| Plane | Flat surfaces (ground, walls, etc.) |
Control with Curves
Parameters can be varied along the bone chain.
Root ←――――――――――――→ Tip
Stiff Soft
For more details, see Curve Editor.