Hello!
Wanted to experiment with the drag field, but couldnt make it work. When selecting a marker and adding the field, it applies to every other, too.
Can someone help me? Thanks in advance!
Hello @Exact_B and welcome to the forums!
In Maya, fields apply to the Solver as opposed to the Markers. To isolate the effect of fields on a Marker, you can set the Ignore Fields
attribute on every Marker except the one you want it to affect.
Hello @alanjfs and thank you!
But when i do that, how do other markers are effected by a 2nd damping field?
E.g i want to add 2 damping fields to each hand, which should just effect the hand its assigned to.
That is currently not possible. Fields are expected to be used as environmental effects like wind.
Technically it would be trivial to support, but we haven’t figured out a way to make per-Marker fields work without it getting too technical for the animator. For example, should it work like light-linking? Should you not be able to visualise the relationship? What are your thoughts?
Yes like light-linking and no need for visualising. If possible, ragdolls native damping could also be used instead of mayas damping field.
My thoughts are just to have a damping that has a spherical falloff, which would give more dynamic results on its own then the uniform damping we have now, without the need to key the fallow manually.
I saw someone already posted this idea long time ago, but couldnt find the thread, sadly.
How could it be achieved, even if its too technical?
It would have to be added as a feature on our side, there’s nothing you can do to emulate this behaviour currently.
That said, if global damping per-Marker is what you are looking for, then perhaps the Translate Drag
and Rotate Drag
would fit? It’s damping, except global and per-Marker.
Will try, is there more info about these parameters? Im having trouble to understand the difference.
I realised that screenshot is from the upcoming release, in the current release they are called Translate Damping
and Rotate Damping
.
They are the same as your normal Damping, except global as opposed to local. Air Density
is a multiplier of both of these, so an Air Density = 2.0
and Translate Damping = 0.5
would result in a final Translate Damping = 2.0 x 0.5 = 1.0
.
They would do pretty much what the Maya Drag field does.
Naming it as damping field instead of drag, silly me. Apologies for that.
But i was more interested in the distance and falloff features of it.
For falloff, Maya’s fields are unfortunately your only option, and they only operate per-Solver, not per-Marker.
You mentioned earlier that it could be trivial to support. Even if its a bit too technical, will it be a feature in next releases?
Very positive it can contribute to qol for animators.
It could, but we would need a usecase for it. If you can demonstrate how it would benefit you and/or your particular scenario, that would definitely help cement its usability. Without it, it seems to us far too technical to be useful.
Ok will make an example scene.
Can you tell what kind of usecase it needs to be for demonstration? A human waving arms or can it be just a cube floating around?
We can’t think of a usecase, if we could then it is likely we would already have added it as a feature. The onus is on you to help us see what the feature would be useful for, as we avoid adding features that have no usecase. The feature should serve the character animator working in production on a film or game; it should not serve creature FX or other technical departments.
Alright, will demonstrate it on a character then.