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Spring bone clamping? #16
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When I implemented the spring bones, I only tested it with root motion disabled, so those things didn't happen. Its a simple implementation too, without limits or constraints. This year I'm focusing on rewriting the library with a focus of having a character controller to animate characters doing basic movements like walking, running and jumping. So these issues will be address in the next version. When it comes to spring bones I have a few ideas I'd like the experiment with.
Those are some of my plans. Only issue its a slow process & this sort of stuff is hard to do. A good amount of the work is trial & error to see what works and what doesn't. |
I was wondering if your spring bone implementation should have a maximum stretch clamp from looking at your demo... ;-)
Unless of course you left that in just for amusement. This is when the walk animation resets to the original position causing the bust spring bone to snap back due to the super-fast movement back to the origin. (I have had the same problem with hair in other spring bone solutions - moving the character in an animation sequence to a new position causes the hair to think the body moved at 100,000 miles per hour in one tick, which then caused the hair to take a while to settle back down again.)
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