Legacy physics engines fail in PMVs for one reason: predictability . Because the motion is cyclic (synced to a kick drum or bass hit), standard physics engines create a "metronome effect"—the bounce looks robotic.
The phrase on everyone’s (virtual) lips is:
was the first major attempt to fix this. It introduced damping factors and gravity wells. The bounce was slower, but it had a flaw: it looked soggy . The secondary motion would continue for too long, creating a "jelly-like" effect that broke immersion. heavy bounce 2 pmv better
This is a calibration error. If your HB2 looks "under water," you have your Damping set above 0.60 and your Friction below 0.30. You are negating the "Snap-Back Decay." Lower your Damping to 0.40 and increase your Linear Drag. The result is not underwater; it is powerful .
If the bounce is bad on the first loop, it is unbearable by the 50th. Legacy physics engines fail in PMVs for one
If you are still using legacy physics or the original Heavy Bounce, you are living in the past. The mass has shifted. The gravity has increased.
"The original Heavy Bounce was fine for shorter loops." It introduced damping factors and gravity wells
If you have spent any time in the niche corners of the 3D animation, Source Filmmaker (SFM), or adult gaming communities over the last 18 months, you have seen the debate. You have seen the forum threads, the Patreon polls, and the Discord arguments that get surprisingly technical.