After spending some time with it, I’ve come to a few conclusions. Not entirely sure they’re right, but it seems to me that:
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Jiggle deformer requires editable objects. Even with correction deformer, etc, I haven’t found a workable solution to this, though it would be helpful since it has more options than delay spring.
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The same spring applied to translation and deformations will be highly exaggerated for the deformations, so a more natural balance between the two requires one spring for each task with different settings.
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Making this work in situation where translation and deformations occur in nested objects requires parent be a mograph object with both springs applied. The translation spring (no deformation mode) needs to be activated in the effectors tab of the mograph object. The deformation spring (points mode engaged) does not. Oddly, but conveniently, in this config, the deformation spring seems to ONLY apply to deformations, so there’s no overlap between the two .
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Using the mograph object as a parent is a significant system hit, but by simply unchecking it, the hit is gone, so you can do everything you need EXCEPT for the spring without being slowed down, then check it again when ready to dial in the spring.
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Deformation springs work on subsequent children, but translation springs do not. Transformatioon springs applied to the mograph object work on that object and the direct children of that object, but not subsequent children. So, in the example here, the twist applied to children 2 generations down (frame 30-40) has the deformation spring applied, but the translation of those same objects 2 generations down (frame 50-60 )does not get the transformation spring applied.
Since the last child is a motext object, I could apply the transformation spring or another spring to it’s effector tab, but doing so causes all translations of parent object to be effected by BOTH that spring and the one appled to parent, so what’s needed is a way to apply the single translation spring equally to all subsequent children of fracture object.
If there is a way around this (apply to all subsequent children), it would be helpful to know. as I have a much more complex project with a similar structure in which I need to find a workaround. Here is the basic example showing various translations and deformations ad different levels in the hierarchy with separate springs per type of movement for most natural behavior.
NESTED SPRING TEXT.c4d (251.5 KB)
- One way around this would seem to be flattening the hierarchy a bit by ditching the intermediate parent (cube), and making the text objects direct children of the fracture object, but that brings up the following question:
What is the simplest way to effectively delete an intermediate parent/child object such that all of it’s children, translations, and deformers are applied directly to it’s parent object? Alternatively, is there a way to just switch what that object is? For instance, in this case, rather than making the cube the child of a fracture object, then transferring all it’s children, etc to the parent fracture object, then deleting the cube, is there a way to simply turn the cube into a fracture object with all of it’s children, translations, and deformations intact?