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Description
I'd like a 'Dynamic' constraint, usually to be applied on bones. It is a 'fake soft body'.
The constraint would just make the bone tend to stay in its position (inertia), accelerating to reach its new position, then oscillating after reaching it (as if the bone had a rubber joint).
Better to explain with images:
http://www.moscafilms.com.br/emilioleroux/blender/dynamicbone.mov
On its simpler form, the constraint would not need a target. Just:
STIFNESS -how stiff the bone acts. How quick or how lagged it will spring to the target rotation
DAMPING - the tendency to stop oscillation more quickly. (A theorethic damping of 0% would make things oscillate forever in real life. That's why cars have dampers)
It would be incremented by other options:
DRAG - something like 'air density', which would make the motion be slower, like underwater -or undersyrup-, without messing with physics.
GRAVITY - an additional value that would try to pull dynamic bones to the world's 'down' axis.
With the advent of pyConstraints, I grew excited and started the project, but now I see I am both new to python and blender, and also my math is very poor. I am willing to work on it, tho, but I need help (or, more honestly speaking, i could help someone).
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Comments
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cesio wrote on the 31 May 08 at 21:01
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Hi elerouxx,
I am working on it, but need serius refactor code.
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Mngzkhuel wrote on the 11 Oct 08 at 05:36
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That´s so cool :O
and much easier.
It could be like with IK: The POSSIBILITY to Define a chain (you might not want it for everything, e.g. chains where each bone has different stiffness settings etc.) = how many bones should be affected.
Keep up the work :)
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