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.
Scope and critical notes
Section titled “Scope and critical notes”- 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.
Tools needed
Section titled “Tools needed”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.
Credits
Section titled “Credits”-
Kawaii Physics for player model swaps guide by Reaper (ReapersVigilance), kept updated with discoveries from the discussion thread.
Source: Reaper - original message
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Guide: KawaiiPhysicsPlayer.md in Reaper’s Palworld_Modding_Guides repository.