Bone Dynamics receives a large momentary force and runs amok!
Posted: Sat Jan 06, 2024 6:40 pm
Hi!!! I am enjoying the enhanced bone dynamics features of MOHO14.
I plan to automate my animations as much as possible with dynamics.
However, it is plagued by a bone dynamics problem that has existed for some time.
There are two problems. Both of them cause the dynamics to behave in a rampant manner without control of the enormous force. And the character's body gets messed up as if it had been in a car accident. In the case of angle-limited bones, there are wiggle wobbles. The behavior becomes unstable.
The first is that when a dynamics-enabled bone or its children are restricted by a target or lock and then released, the bone tries to return to its original unrestricted position, creating more spring force than expected.
Second, when moving from frame 0 to frame 1, as in the first case, the bone dynamics go out of control. We believe that frame 0 is special in that it is temporarily locked and the first frame unlocks it, causing the abnormal force to be generated. (I tried moving the timeline where this occurred to the left and adjusting the rendering to start at frame 1, which reduced this problem.)
) When this raging bone dynamics occurs, it can be difficult to control and can take a lot of time to adjust. Or, the dynamics itself can be abandoned.
I suspect that the cause of this is in the calculations that handle the dynamics. I suspect that the difference between going from absolutely zero, or nothing, to a state of being, is transmitted to the bone as an extremum in the formula. Hopefully these issues will be resolved in the future.
This text was translated at DeepL
I plan to automate my animations as much as possible with dynamics.
However, it is plagued by a bone dynamics problem that has existed for some time.
There are two problems. Both of them cause the dynamics to behave in a rampant manner without control of the enormous force. And the character's body gets messed up as if it had been in a car accident. In the case of angle-limited bones, there are wiggle wobbles. The behavior becomes unstable.
The first is that when a dynamics-enabled bone or its children are restricted by a target or lock and then released, the bone tries to return to its original unrestricted position, creating more spring force than expected.
Second, when moving from frame 0 to frame 1, as in the first case, the bone dynamics go out of control. We believe that frame 0 is special in that it is temporarily locked and the first frame unlocks it, causing the abnormal force to be generated. (I tried moving the timeline where this occurred to the left and adjusting the rendering to start at frame 1, which reduced this problem.)
) When this raging bone dynamics occurs, it can be difficult to control and can take a lot of time to adjust. Or, the dynamics itself can be abandoned.
I suspect that the cause of this is in the calculations that handle the dynamics. I suspect that the difference between going from absolutely zero, or nothing, to a state of being, is transmitted to the bone as an extremum in the formula. Hopefully these issues will be resolved in the future.
This text was translated at DeepL