CodyP24 Posted November 29 Posted November 29 Hi, I’d like to open a discussion on creating springs in Animation:Master. Rob created a great tutorial demonstrating the bone-to-spring system, which is an older method in Animation:Master. My question is whether it would be possible to use Bullet to create springs, as they could be considered soft bodies in Animation:Master. Thanks, Quote
CodyP24 Posted November 29 Author Posted November 29 Also to add, could we also attach bones to soft bodies, such as a spring, in Animation:Master? Quote
Hash Fellow robcat2075 Posted November 29 Hash Fellow Posted November 29 Describe what you want to do more clearly. What are we going to see in this shot? Quote
CodyP24 Posted December 2 Author Posted December 2 I’ve been looking into the Bone-to-Spring system in Animation:Master, which seems like a creative tool for animating dynamic motion, like tails, antennas, or flexible objects. However, since it’s a legacy system, I’m wondering what the best modern alternatives are for achieving similar effects. Are there better ways to handle this now, such as: Using Bullet Physics for dynamic motion and flexibility. Setting up soft body simulations for objects like cloth or flexible materials. Leveraging constraints or newer tools to replace the manual setup of Bone-to-Spring systems. If you’ve transitioned away from the Bone-to-Spring system, I’d appreciate any advice or examples of workflows that achieve realistic results with less effort. Thanks in advance! Quote
Hash Fellow robcat2075 Posted December 2 Hash Fellow Posted December 2 It's not a legacy system, it does what it does. But your inquiry is very broad. What are you trying to do... On 11/29/2024 at 12:51 PM, robcat2075 said: Describe what you want to do more clearly. What are we going to see in this shot? Quote
CodyP24 Posted December 2 Author Posted December 2 Swaying tail on a chimera. Honestly looking at bone to spring might be the best option instead of adding many constraints on row of bones. I am guessing why this system has stayed in place. I will work on modeling the tail just to play around it. Quote
Hash Fellow robcat2075 Posted December 2 Hash Fellow Posted December 2 A swaying tail could be done with regular dynamic constraints. It shouldn't need a spring system for that. Quote
Hash Fellow robcat2075 Posted December 2 Hash Fellow Posted December 2 Like this? Tail001.prj TailB.mp4 Quote
Hash Fellow robcat2075 Posted December 4 Hash Fellow Posted December 4 Bullet Soft Body Objects normally just fall without regard for any bones that might have been in them, so attaching a tail seems unlikely. There is an Anchor (to a Group) option in the Soft Body constraint which would seem to be the solution, but the flexible portion seems not to be aware of motion by the anchor Group. I did this in v19. v19.5 has a bug that prevents opening "Target" lists for this sort of thing. TailBullet.mp4 @CodyP24 Quote
Tom Posted December 11 Posted December 11 I tried duplicating the swinging tail but realized, when I picked "dynamic constraints" from the drop down menu, I did not know what to do next? Is there a tutorial somewhere on dynamic constraints? Quote
Hash Fellow robcat2075 Posted December 11 Hash Fellow Posted December 11 2 hours ago, Tom said: I tried duplicating the swinging tail but realized, when I picked "dynamic constraints" from the drop down menu, I did not know what to do next? Short version: You animate the root of a chain to move around you add a dynamic constraint to the last bone in a chain, either in a Pose (which must be ON in the model) or in the Chor. Scrubbing the timeline will give a real time approximation of the dynamic behavior To bake it in for rendering, in the Chor and choose "Bake Dynamic Systems" and re-save your PRJ. You can un-bake a simulation with Remove Simulation Data Quote Is there a tutorial somewhere on dynamic constraints? There is a substantial Tech Talk on the Tech Talk Page https://forums.hash.com/topic/13249-tech-talk-series/ Quote
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