sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

Posted

 

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,

  • Replies 10
  • Created
  • Last Reply

Top Posters In This Topic

  • Hash Fellow
Posted

Describe what you want to do more clearly.
What are we going to see in this shot?

Posted

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!

  • Hash Fellow
Posted

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?

 

Posted

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.

  • Hash Fellow
Posted

A swaying tail could be done with regular dynamic constraints. It shouldn't need a spring system for that.

  • Hash Fellow
Posted

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.

 

@CodyP24

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...