I would like to ask you some tips on this interaction I’m trying do create.
Basically 2 flying creatures picking each other limbs, how can I get some that interaction on this moments, what would be the best tool?
specially on this frames:
Thank you guys,
Hey @Jose_Carlos_Poeiras and welcome to the forums!
Great work on those dragons. To get some interaction, I’d take a look at the Attach Constraint. It will enable you to dynamically parent the foot of one dragon to the foot of another, and control the intensity with which they are attached along with the distance and orientation they should have relative each other.
For example, here, the feet are dynamically attached to each other, and later un-attached by animating
Stiffness to 0.
Here’s how to do it.
- Select child
- Select parent
- Ragdoll → Constraint → Attach
- Move attach constraint to where on the parent you want the child to be
Per default, the Attach Constraint will mimic the distance and orientation your controls have at the start frame. If you 0-out the values, it will be as if you parented the control to another control, and zeroed out its channels. It would go to the same position and orientation as the parent.
In this case, I want foot A to be close to foot B, and so I zero it out, and then turn it up-side down such that their soles touch.
This is the same technique Jason was using here:
Let me know how it goes, looking forward to seeing how it turns out!
Thank you Marcus for so fast reply
I will follow your steps and let you know how it goes,
continue on improving this shot, I got how to add “attach” constrain, and it work nicely. I follow your tip on interacting with complex obstacles and added that rock as a marker. Therefore the creature feet is colliding correctly with the surface.
However , character A gets a bit delayed and doesn’t hit the rock as in my original animation (frame 1060) , how could I fix that?
And of course, any ideas to improve overall interactions and events.
Speak soon , cheers
I think it can be helpful to think not of your simulation as trying to match your animation - making it more realistic - but instead think of your animation as a guide for your simulation.
The difference is that you aren’t looking to your animation for a final result, but as effectively the “rig” to your simulation. So, if the dragon needs to reach a target quicker, tune the animation until it does. What the actual animation looks like is not important and likely won’t look very good at all.
Nobody demonstrates this better than Jason, such as these.
The trick is to let your simulation do what simulations do, and steer it using your animation as your controller.