Fox Ears+Tail (Physics-Driven MHW Mod)

Tail and ear movement are completely physics-driven. No animation is applied here.

Tail and ear movement are completely physics-driven. No animation is applied here.

I rigged the ears to have two layers of physics. The main body of the ears and hair have very little effect to wind, while the ends of the hair have high effect to wind.

I rigged the ears to have two layers of physics. The main body of the ears and hair have very little effect to wind, while the ends of the hair have high effect to wind.

Collision file research led to better application of physics. Here I covered the thighs and calves in large spheres so the tail wouldn't clip through.

Collision file research led to better application of physics. Here I covered the thighs and calves in large spheres so the tail wouldn't clip through.

Cutscene shots of the fox ears and tail

Cutscene shots of the fox ears and tail

A separate version of the mod puts the ears in the hairstyles rather than an armor slot. This is not only convenient but also has a side effect of decorating minor NPCs as well.

A separate version of the mod puts the ears in the hairstyles rather than an armor slot. This is not only convenient but also has a side effect of decorating minor NPCs as well.

The tail and ears are on the waist armor slot, so many helmet armors fit quite nicely with minimal or no clipping.

The tail and ears are on the waist armor slot, so many helmet armors fit quite nicely with minimal or no clipping.

Hair is dyeable to suit any hunter's cosmetic needs!

Hair is dyeable to suit any hunter's cosmetic needs!

The whole setup in Blender that gets assigned to the waist slot. The purpose of the legs bones is to attach colliders and the spine actually goes all the way up to the head, which allows for ears to move along with it.

The whole setup in Blender that gets assigned to the waist slot. The purpose of the legs bones is to attach colliders and the spine actually goes all the way up to the head, which allows for ears to move along with it.

Example of ear weights. I start by assigning a gradient down the whole ear for the primary movement. Then I select the outer edges of every hair plane and use weight assignment as I shrink the selection to get a gradient out.

Example of ear weights. I start by assigning a gradient down the whole ear for the primary movement. Then I select the outer edges of every hair plane and use weight assignment as I shrink the selection to get a gradient out.

Goofing off and wanting to play with physics behavior more in Monster Hunter: World, I decided to make this fox ear/tail mod. The ears have two-tier physics and the tail reacts to its own movement in a subtle way, giving the appearance of it wagging. There is no animation in this mod. It also works on male characters!

Special thanks to those in the modding community:
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+ AsteriskAmpersand for his assistance in my research and making the .ctc/.ccl Blender plugins as a result. He also made a script to batch-combine the ears and hairstyles!
+ JodoZT for creating the nochunk tool and .tex-to-.dds converter.
+ Karbon for being the pioneer of MHW physics and collision files.
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Check the mod out here:
https://www.nexusmods.com/monsterhunterworld/mods/1813