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11.1g Strangeness


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The attached QT file is a really rough walk cycle and is not shown to demonstrate how not to do it, even though you could probably use it for that purpose, but to demonstrate some strangeness to do with dynamic bones and particles in A:M 11.1g.

 

This model has small dynamic chains in the shirt tails that hang below Woot's belt and collision detection is turned on.

The first two paces are rendered with particles turned OFF so no hair is generated.

The next two paces are rendered with particles turned ON and look what happens to the dynamic chains. :blink:

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Ha ha!

Yes he does look like he ... uh ...had an accident. :D

I think I've got the pelvic motion affecting too much of the upper body and the bend of the knees needs to be higher.

 

Thanks for the comments.

 

I really would like to get the dynamics working correctly though so if anyone has found a solution I would love to know how it's done. :)

 

In the mean time I guess I could just constrain the flaps to a percentage of the thigh bone but Dynamics would be better I think.

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