

Moderators: Víctor Paredes, Belgarath, slowtiger
Yes i can but how ? I mean where?Víctor Paredes wrote: ↑Thu Sep 03, 2020 9:18 am It's hard to help without seeing the actual file. Can you share it?
Víctor Paredes wrote: ↑Fri Sep 04, 2020 4:13 pm Ok, I took a quick look to your file (which looks impressive) and found four problems:
- Most of the smart actions have keyframes for the dynamic bones.
This generates a conflict to the software. The dynamic bones don't move, because they are being forced to stay in the angle Smart bones dictate.
To fix it, select all the dynamic bones (I recommend you to hide every other bone to make the process quicker) and remove their keyframes in all the actions.
- The same issue happens with Target bones. Bones related to a target bone chain (as thighs and calves) shouln't have angle keyframes inside of the smart actions. That breaks the target (for the same reason it does with the dynamic bones).
- You have way too many dynamic bones in the skirt. That makes the rig very heavy and hard to control. The software must calculate the angle of all those bones in movement together and affecting each other.
From my experience, two or three bones on each chain should be more than enough.
- Finally. The numbers in the dynamic bones are crazy. One hundred for torque force is crazy.
Those number, for me at least, are always between 0 and 3 (considering decimals).
You can test the numbers by selecting the bones, hitting play, opening the Bone constraints popup and dragging right click left or right over the numbers.
In general terms:
Little force + bigger spring + bigger damping works for snappy animation.
Bigger force + smaller spring + bigger damping works for softer animation, such as clothes.