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Thread: suggestions for secondary motion LW 2015

  1. #1

    suggestions for secondary motion LW 2015

    I am have a difficult time getting bones to respond with decent looking secondary motion using LW new constraints. Any one have any luck (think antenna or hair)???

    Thanks

  2. #2
    Which constraints are you using? Have you tried using the cone twist constraint on your bones chains you want to control with dynamics?

  3. #3
    Quote Originally Posted by hrgiger View Post
    Which constraints are you using? Have you tried using the cone twist constraint on your bones chains you want to control with dynamics?
    I can get the hinge contraint to work well but when I use the cone twist I get alot of jittering in the motion and limits don't apear to be working as well as in the hinge constraint... I just upgraded last night so I have to play a little more. Thanks

  4. #4
    its not 2015 lw related but..

    I used a plug in called inertia - that did some nice stuff like that. It was formerly called lazy points.
    not sure what it's called today.
    i think Dan Ritchie who makes howler has a newtonian plugin for free. =)
    that could be useful. I wonder if that works on ik nulls i have not really looked at it.
    http://squirreldome.com/Newtonian.htm
    Last edited by vonpietro; 02-20-2015 at 07:47 PM.
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  5. #5
    Quote Originally Posted by vonpietro View Post
    its not 2015 lw related but..

    I used a plug in called inertia - that did some nice stuff like that. It was formerly called lazy points.
    not sure what it's called today.
    i think Dan Ritchie who makes howler has a newtonian plugin for free. =)
    that could be useful. I wonder if that works on ik nulls i have not really looked at it.
    http://squirreldome.com/Newtonian.htm
    Thanks for the suggestion, I have used newtonian in the past, it works pretty well. I was looking forward to using 2015's bone dynamics

  6. #6
    Figured it out... I looks like if you create skeligons in modeler and apply bone dynamics things get a little crazy (bug?) Solution... if you create your bones in Layout every works fine.

  7. #7
    Eat your peas. Greenlaw's Avatar
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    Glad you figured that out, and thanks for sharing the info. I haven't tried the Constraints with Skelegons so this will be good to know for future ref.

    What I ran into sounded similar to your problem but the cause was different. I needed to animate a cable attached to a vehicle but the cable dynamics was very unstable. It turned out that the constraints didn't work very well if the cable was attached to anything animated using Spline Control. To work around that, I needed to bake the path for the vehicle. After baking, the Bullet dynamics for the cable suddenly became stable and predictable. This is probably a bug, so I should report it while I'm thinking about it.

    BTW, what you described sounds like a bug too and probably should be reported.

    G.

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