The physicalized attachments in CRYENGINE provide a simple, easy-to-setup, and stable way to create secondary motion to characters. You can use the physicalized attachments to dynamically simulate characters' accessories, such as necklaces, earrings, and cloth, or body parts, such as tails, tentacles, and fat jiggle. Physicalized attachments work on both bones and static meshes. Depending on your pipeline, you can decide how to use them, but we advise to use bones as much as possible to save draw calls.
In our example, we will simulate our character's belly. Sounds fun, right? Go back to the Boris
folder in Objects
and open the boris_export_groups
Maya file. In the view port, go to Shading and make sure that X-Ray Joints option is checked. You should see our belly_JNT parented under pelvis_JNT. In the Animations menu set, go to Skin | Edit Smooth Skin | Paint Skin Weights Tool. You should see all the skin influences in a list in the Tool Settings Editor. Select...