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A forum post by TheBeardyMan

I think 383819881757 is talking about adding a new input - animatable with keyframes - to sculpts that controls to what extent a sculpt is compressed now, unlike the squashiness input, which controls to what extent a sculpt can be compressed by physics. The only way we can get close to controlling sculpt compression like that at present is to place the squashy sculpt between two invisible piston-linked sculpts, collidable with the squashy sculpt only - and if you've already used all of the collision labels for something else, you're out of luck.

Another nice thing to have would be an output on sculpts that reports to what extent the sculpt is compressed, regardless of whether the cause of the compression is a physics collision or one of the new ways to cause a squashy sculpt to compress that 383819881757 is suggesting.

And let's not forget the elephant in the room of squashiness - the labyrinth of rules that we have to thread to even get it to work in the first place:

  1. The squashiness "scale sweet spot". There appears to be a sculpt size for which squashiness works best - make the sculpt smaller or larger than that and squashiness has less effect.
  2. The forbidden sculpt edits - make an edit that's "too complicated" to squash or make the sculpt as a whole "too complicated" and squashiness won't work at all.  But ...
  3. .. we can make the forbidden edits rule go away by making the complicated sculpt non-squashy and grouping it with a simple squashy sculpt! So compressing that complicated sculpt was more of a "don't wanna" than a "can't".

These extra rules are only taking away utility from the squashiness tweak, not adding anything - removing them would make squashiness much easier to use.

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