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Needs review: This page has not yet been re-verified against Palworld 1.0. Steps, paths and tool versions may need adjusting. Palworld 1.0 vs early access.

Kawaii Physics

Kawaii Physics adds secondary motion (jiggle) and collision to bones - hair that sways, accessories that bounce. Getting it onto a player model swap with custom added bones takes a specific setup: you build your model onto UE’s compatible skeletons so the physics can drive your new bones without breaking animations. Reaper documented the full process (and keeps it updated) in a GitHub guide linked in Credits.

  • Works for hair and head swaps with custom bones. It does not work for adding physics to outfit swaps with custom bones (you’ll T-pose). The practical approach is to do hair and head together and assign which “kawaii” parts are hair vs head.
  • Default bones on an outfit don’t need this. If you’re adding physics to default bones on an outfit, you can skip the compatible-skeleton step and go straight to the Kawaii setup.
  • It is not a replacement for the skeleton reorder/animation tool - it complements it, letting you add physics to swaps without breaking animations.

FModel, Blender, Unreal Engine 5.1, the Kawaii Physics plugin (1.10), and UnrealPak. The workflow is close to a normal model swap with key differences in the Blender export and the Unreal Engine work - the guide details those steps.

  • Kawaii Physics for player model swaps guide by Reaper (ReapersVigilance), kept updated with discoveries from the discussion thread.

    Source: Reaper - original message

  • Guide: KawaiiPhysicsPlayer.md in Reaper’s Palworld_Modding_Guides repository.