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Bone dynamics not working as expected
Posted: Mon Dec 21, 2009 11:57 pm
by Galbatron
Maybe some of you remember the posting about bone dynamics not working as expected some time ago (in the bug forum). Most of this was due to wrong programming from my side (rule of thumb: never animate a bone that has dynamics on). That's what I tried. When making a new animation with two bones everything works as expected, but when trying this with the tail of my doggie the end keeps stiff and refuses to swing dynamically. I tried several things (unbinding points and layers, switch the bone layer to regional or flexible binding).
The AS6.1 file is here
http://www.epdisch.com/waggle_dynamics2.anme and like I said, I unbound all points just to make sure nothing's in the way, so the physical tail still doesn't waggle, only the bones, but still no dynamics. Can anyone tell me what I'm doing wrong here?
Posted: Tue Dec 22, 2009 12:00 am
by slowtiger
If the bone is behaving the way you want, the dynamics are OK. If only the artwork doesn't follow the bone, then it's just a matter of not correct binding.
Posted: Tue Dec 22, 2009 3:05 pm
by Galbatron
slowtiger wrote:If the bone is behaving the way you want, the dynamics are OK.
The fact is they are not behaving the way I want. When I make a test file it seems to work OK:
http://www.epdisch.com/bone_dynamics_working.anme
The end bone waggles behind when the jointbone stops. That's dynamics.
This doesn't happen with the dog:
http://www.epdisch.com/waggle_dynamics2.anme , although i used the same setting for the tailbones.
Another strange thing: this morning i tried to make another test file with two bones
http://www.epdisch.com/bone_dynamics_not_working.anme , where dynamics don't work either. The same settings here as in the first test file. I'm really confused by this unpredictable dynamics behaviour. What am i doing wrong?
BTW: I use AS6.1 Windows. Maybe the behaviour on Mac is different.
Posted: Tue Dec 22, 2009 3:21 pm
by slowtiger
Found it.
In waggle_dynamics2.anme you have selected a control bone for the tail end. Of course this contradicts any dynamic, since selecting a control bone for a bone excludes it from being animated by hand as well as having any dynamics.
Just set control bone to none and everything is fine (and put in the correct values into dynamic!).
Posted: Tue Dec 22, 2009 4:59 pm
by Galbatron
slowtiger wrote:Found it.
Just set control bone to none and everything is fine (and put in the correct values into dynamic!).
Thank you! Jetzt klappt's

. My logical error was that I thought there had to be a control bone to move the tail end, but that already happens of course because there's a parent-child relation between the bones...
This forum is great and you're my hero of the day slowtiger

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