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Mesh-level soft-body, jiggle and squish physics plugins for VNyan: smooth VTuber collision squish, jello wobble and XPBD soft body on any avatar rig

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Soft Body Suite 3 for VNyan: Mesh Soft-Body, Jiggle & Squish Physics Plugin for VTubers

Real mesh-level soft-body physics for VNyan avatars: squishy collision, buttery jiggle, cartoon-style wobble, flesh that ripples, and clothes that stay on. On any rig, however messy.

The suite deforms the avatar mesh directly instead of bending bones, so it works with nested/overlapping bone chains, dense sub-millimeter detail geometry, and any .vsfavatar without re-rigging. Blendshapes and face tracking keep working, because everything happens after the skinning bake.

What's new in Soft Body Suite 3

  • A fourth stage, Field. Every painted region gets its own remeshed cage and its own solver, with its own settings and its own motion, so breasts and thighs can behave completely differently. The effect families are Squish, Squish & Inflate, Ripple, Fat Jiggle, Penetration and Squish Organic, plus twelve one-click presets. Field Mix sets how much of it each region gets (0 = off).
  • Ripples start where they should: from the outermost point when you jolt or stop, from the touch point, from auto-found nipples, or from points you click on the body. Your own movement can set them off too, with nothing touching you.
  • Contact shaping. Splay lets flesh slide round the sides of an arm or finger, Push-out Ring raises a soft rim around a dent, and Lift carries a push to the whole mass (a hand under a breast lifts all of it).
  • A skin guard for clothes: a final pass lifts cloth back out of the body you actually see, including cloth the model itself has sunk into the skin. Floating accessories (bows, ribbons) move as one rigid piece, and leg garments follow thigh regions even when they are rigged to differently named leg bones.
  • Two overall jiggle sliders at the top of the window scale every stage at once: how big the jiggle is, and how long it keeps ringing.
  • Region presets save a region's tuning and put it on another region, Copy from takes settings straight from another region, and Normalize weights fixes regions that barely move. Paint edits now rebuild every stage.
  • It is much faster. Most heavy loops now use all your CPU cores, a lot of wasted work is gone, and Jell-o's cage solve overlaps with the clothes' mesh bake. With Wobble + Jell-o + clothes on, one avatar went from about 45 fps to a steady 60 (VNyan's cap), with the same look.

One plugin, one window, five stages

Stage What it does
Wobble Stylized motion: jiggle, jell-o wobble (with randomizer), rope pull, cloth/liquid ripples, sway, twist, pulse, squash & stretch, turbulence
Jell-o Soft-body simulation on a remeshed proxy cage: ultra-smooth jiggle that never sees your mesh's messy topology
Squish Collision squish: marshmallow dents, bulge, penetration limiting, bone + whole-blob evacuation (flesh gets out of the way)
Field (new) One cage and one solver per painted region: contact squish, inflate, travelling ripples, fat jiggle, organic squash & stretch, contact shaping
Clothes Runs once, at the very end: fits your clothes onto the finished body, lifts cloth out of the skin, then (optionally) tucks anything poking through back in
skinned mesh → Wobble → Jell-o → Squish → Field → Clothes

Every stage has an on/off tick in its section title (for the Field stage it is the Field · Master header), and Field Mix sets how much of the field each region gets. Turn any stage off and the rest keep working, and the clothes keep following. Jell-o always runs in the background (with its simulation off it simply passes the body through), because the clothes are fitted from it.

Highlights

  • Soft, smooth, shard-free dents from hand and arm capsule colliders, auto-fitted from any skinned mesh.
  • Physics runs on uniform, auto-remeshed copies of your painted regions and is projected back onto the real mesh, so mixed 0.4 mm to 8 mm topology stops mattering.
  • Waves travel across the surface from a slap, a jolt or a point you picked, plus a fat jiggle effect.
  • Garments ride the same movement as the body, fitted once after every stage, and the skin guard lifts out anything that sank in.
  • Paint your regions once in-app (brush, bone-select, blur, normalize). Each stage keeps its own tuned values for the same region.
  • One preset holds every stage. Auto-load it by the model's file name, or by any text the model name includes. Region presets move one region's tuning to another.
  • Safe on messy rigs: evacuation translates only whole bone chains, never scales, and never fights animation or tracking.
  • Multi-core helpers, plus per-stage half-rate and background-thread options for slower PCs.
  • Every control is a slider with a ? tooltip explaining what it does.

Quick Start

  1. Download VNyan-SoftBody-Suite-v3.0.0.zip from Releases, unzip it, close VNyan and run install.bat. It looks for VNyan by itself and asks you to confirm, or asks you to open your VNyan folder (the one with VNyan.exe inside). Prefer doing it by hand? See INSTALL.
  2. Start VNyan, open Soft Body Suite from the plugins menu and tick On.
  3. In Mesh & Region, pick your body mesh, enable it, and paint a region (or pick bone groups).
  4. In Colliders, add a mesh collider. Then open Wobble, Jell-o or Squish and tick the ones you want.
  5. For the new Field stage, tick Field · Master at the bottom of the window, raise Field Mix for your region, and try a button in Field · Presets.

Upgrading from the classic Soft Body Suite (v2)? The installer moves the classic plugin folder (and the old v1 Squish / Wobble / Jello Studio folders) into <your VNyan folder>\RetiredPlugins\. They are moved, never deleted: two soft-body plugins would move the same body twice. The first time Soft Body Suite 3 starts, it brings your regions, colliders, slider values and presets over by itself. It only reads the classic files and never changes them, so going back still works. Prefer the classic suite? Install the v2.0.1 Final classic edition release instead.

Full walkthroughs: Install Guide · Usage Guide · FAQ

Building from Source

SoftBodySuite/Scripts/ (including its Field/ subfolder) holds the runtime code and SoftBodySuite/Editor/SuiteBuild.cs builds the window into the .vnobj bundle. See docs/INSTALL.md for the compiler flags and Unity version. The source of the classic v2 suite lives in legacy/SoftBodySuite-v2/, and the old separate v1 studios in legacy/.

Credits

  • Built on the plugin loading conventions of the VNyan SDK by Suvidriel.
  • UI window framework originally derived (with permission) from Jayo's open VNyan plugin projects. Thank you!

License

MIT. See LICENSE.


Keywords: Soft Body Suite 3, VNyan plugin, VTuber physics, soft body physics, jiggle physics, breast physics, squish, mesh deformation, cloth fitting, VSFAvatar, Unity, avatar collision, bone physics alternative, XPBD, spring bones.

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Mesh-level soft-body, jiggle and squish physics plugins for VNyan: smooth VTuber collision squish, jello wobble and XPBD soft body on any avatar rig

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