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Kawaii Physics in Unreal Engine used in Clair Clair Obscur: Expedition 33 Animation Physics
A former Capcom and Epic Games developer created an open-source plugin called Kawaii Physics for Unreal Engine, which helps indie game like Clair Obscur: Expedition 33 add anime-style animations easily.
A single ex Capcom and Epic Games Dev is responsible for the phycis in Clair Obscura, which provides some more anime style animation physics in games is used by Clair Obscura and other anime game titles.
Independent game dev Kazuya ‘Okazu’ Okada’s open-source physics plugin for Unreal Engine and it has help many teams to acheive some of the more anime and bouncy movement in character animations without keyframe animating them manually.
See his tweet on X about the tech used in unreal engine.
I do feel that this plugin is quite useful if you want to recreate some of the bouncy animation physics seen in anime games like idolmaster.
The tool looks like it can save time for game developers making more animations with automations, and with a smaller team. It is quite a feat what the team for Clair Obscura can do with some of these plugins.
Free and open sourced
There is a paid version of the plugin on the FAB Store for Unreal engine but you can grab the opensource version and tweak things around.
This is a huge win for small indie teams that might not have the budget to pay for a dedicated plugin developer and with shared knowledge other developers benefit from open sourced development. Though I think you can get a personal licese to support the developer.
Quite a few games have used it such as Stellar Blade, Fata Fury and Tekken. (See their Adoption Page)
What it does
Kawaii Physics is a simple pseudo-physics plugin for Unreal Engine. It allows you to easily and cutely animate things that sway, such as hair, skirts, and breasts .
Features:
Physics control based on animation and character movement
Easy setup with a single KawaiiPhysics node in the AnimGraph
Supports sphere, capsule, and plane collisions, which can be intuitively adjusted in the viewport
Stability that prevents the skeleton from stretching or shrinking even if calculations fail
Lightweight algorithm that does not depend on PhysX
External forces such as wind and gravity can be applied for artistic purposes
Parameters can be saved and shared using DataAsset and PhysicsAsset
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