#Is there a way for a motion file to override the model physics?

10 messages · Page 1 of 1 (latest)

robust pawn
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Or turn off the physics while the animation's playing?

I was trying to do a toggle animation for a model and I wanted some parts linked to physics to do something else. Model physics still gets over it during playback on Viewer and VTS

tiny hornet
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No.

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At least not yet.

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You might need to come up with a workaround.

vagrant axle
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What exactly you are trying to do? We can help finding a way G3_MarineThink

robust pawn
# vagrant axle What exactly you are trying to do? We can help finding a way <:G3_MarineThink:97...

Like how an ear wiggle is usually linked with blinking right? I keyed the same parameter in a motion file for some animation toggles. It works just fine when I the file doesn't have the eye open parameters keyed.

But on the other file where eyes are keyed as well with the ear wiggle in a different timing, the ear keyframes are completely ignored as it's overridden by the eyes' keyframes + the physics.

I thought of adding another deformer for the ears but it might just be too redundant and make it look weird in the end. Might just have to disregard the motion I wanted

vagrant axle
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You can try using the Effectiveness part in the physics output, set it to 50% and then try animating the ears to see if it works.

robust tusk
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You cant key physics output parameters. (well you can but they wont work outside of the editor)

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If you want a different timing for the ears, the ears need their own trigger parameter to key separate of the eyes that is used as input to the physics

robust pawn
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I found a way to workaround for it and it works the way I want it now! Thanks for all your time ksPray