The developers of Soul Calibur (including Soul Calibur IV and the new PSP title Soul Calibur Broken Destiny) have delved into the 3D modelling techniques used in the game, but most interestingly they have explained just how Soul Calibur succeeds to effectively in recreating the motion of breasts during battle.
Here is the most interesting part, a detailed discussion of oppai physics utilising Ivy as an example:
Here is an example of breast movement, or what might be called breast jiggle. This characteristic is peculiar to female characters. In both Soul Calibur IV and Soul Calibur Broken Destiny, everything, including fabrics, is animated by “bones”.
On the PS3, there are two separate bones in each breast, giving a total of four, and it is these which give rise to breast motion, whereas on the PSP for the sake of load reduction things had to be simplified. We managed to obtain satisfactory results with only one “bone” across both breasts.
Swaying breasts may be most enjoyable, but from time to time we are warned that they move a little too much.
It is no surprise this game has achieved the fame it has, given the amount of effort which goes into tastefully recreating the female form.
Via Hachimaki.
The rest of the article:
How about they increase the allowed breasts size option in chararcter creation.
now, if every game just gave every effort to everything ,like this game has…..
Seeing this game on PSP makes me so glad Nintendo didn’t upgrade the hardware on the DSi and just added a bunch of DLC content and a camera that should have been on it 3 years ago. I mean really, why the hell would I want to play games that look that good on the go?
All that attention to the breasts and they couldn’t even make the faces not look like s♥♥t in that game
that’s quite interesting…
I wonder what is this “bones” that the developers were talking about…
Quoting someone here:
“A bone is something for a mesh (the polys and such) to grab onto for animation purposes (like a handle). Moving a bone will move the parts of the mesh it has weighted to it. If a mesh didn’t have bones rigged to it, it would be a complete pain in the ass to animate”
Bone in 3d modelling is when you make a “skeleton” inside a model and connect the char’s polygons to “bones” that can’t change length, but can rotate (they still have to be connected to themsevles, just like in real skeleton). It makes animating FAR easier than it would be when you were manually moving vertexes…
And BTW: Does anybody has anything more of it (possibly other chars)? OFC if there exists more…