Dynamic joint question.

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Old 11 November 2012   #1
Dynamic joint question.

Hey guys,
I wonder if somebody of you guys have used dynamic joints as hair. I mean, how it behaves in animation? Did they cause problems and if so which ones? If I have a poly hair with about 15-20 poly tubes, maybe will be much better if I'll create "traditional" animation controls with jointChain+splineIK?
 
Old 11 November 2012   #2
main issues i've found is when cheating shots - ie moving the character into a different worldspace to better suit the shot, inconsistant dynamic settings and people forgetting to allowing the sim to rest.

although a good way to control the dynamic joints is explained here.
http://vimeo.com/8240821
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Old 11 November 2012   #3
ldunham1, Thank you! I'll try achieve a "Hybrid" system. There will be both dynamic and non dynamic animation system.
What about BonusTool's "Make Joints Dynamic" ?

Last edited by G.H.O.S.T : 11 November 2012 at 10:43 AM.
 
Old 11 November 2012   #4
not a problem.
That command just seems to setup up a simple ikspline with a dynamic curve driving it. To get control over it, you'll end up needing to disect it to replace the ikspline curve with a blendshaped curve.
tbh you might as well follow Zeth's tutorial and understand the process behind it, it's very quick to setup and you'll start being able to tweak it to suit your needs.
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Old 11 November 2012   #5
OK, thank you very much for your help, Lee.
 
Old 11 November 2012   #6
not a problem dude
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Old 11 November 2012   #7
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