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Previously, I showed a comparison between using SmartBone 2 and Windshake for grass physics. Obviously the two each have their own advantages; however, they aren't mutually exclusive! I show a quick demonstration where I am able to run the two modules at the same time for grass interactions. As of the posting of this video, I have not found any combinations of WindShake and SmartBone that is used in this manner. Since SmartBone 2 has activation distance and throttle distance, I realized I can just have SmartBone 2 handle collisions when the character (technically the camera) is closer to the grass, and windshake can handle the windy appearance of grass when far away. A quick tuning of activation distance = 24 and throttle distance = 12, and I was able to get something that ran more performant than the last--not necessarily production ready. The main finding from this video is that SmartBone 2 and Windshake can be treated as its own layer for modifying bone hierarchy that does not conflict with each other. With careful tuning of SmartBone 2 parameters, it is possible to produce performant environmental grass interactions for immersion. We can see this in moments of the video where WindShake still CFrames the grass bones regardless of the position of the bone collisions from SmartBone. Obviously, one would have to find optimal parameters to maximize performance, and this would involve careful tuning of the activation distance and throttle distance parameters in SmartBone, as well as additional changes to the update rates of both SmartBone and WindShake. That is a problem I would leave to other developers to solve