I am having trouble with bone dynamics during a head turn. It works perfectly in the center (front view), but stops working when the head is turned to either side. Here is more info:
Background:
I have a character who was originally created with three separate heads (front, 3/4 facing left and 3/4 facing right), which I would switch among as I needed the head to turn. Each head included several small bones, with bone dynamics applied, for the top of the hair so that there was a springy bounce whenever there is any head movement.
Current situation:
I have reworked the character so there is just one head which can turn to all three views (and in between) using a smart bone. Bone dynamics are applied to the same hair bones as above. In my first attempt at rigging, as the head turns, the location of the hair on the head changes but the bones do not, so while the bone dynamics applied the correct amount of bouncy movement in the front center position, it was wild in the 3/4 views because the bones were so far away from the hair (on the vector layer).
To try to correct that, I changed the bone translation and rotation, and vector points of the hair in the smart bone extreme positions so that the hair (vector layer) and small hair bones are still basically lined up. Now however, the center view still works fine, but neither 3/4 view has any movement happening. I thought perhaps I could animate the bone dynamics settings, but 1) they do not change over time and 2) no matter how much I change the settings, only the front center position allows the bone dynamics to function and the two 3/4 views do not move.
So it seems I can figure out only two possibilities - either excessive bone dynamics movement in the 3/4 positions or no movement in those positions. Can anyone help me with this? I'm sure that there has to be a way to allow the bone dynamics to work correctly in all positions of a head turn. Thanks!
Problem with bone dynamics during head turn
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