Dynamic Simulations
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Dynamic Constraints
Some characters in TWO have Dynamic Constraints as part of their rig. Scarecrow's belt and hat, Woots belt, are two examples.
Here is the current procedure to prepare a scene for rendering so the the dynamics will be correct.
- Make as many models inactive as you can (frame 0). Usually this will be all but one. This makes the simulation faster.
- It is a good idea to first make a pws filter on the word "Active", and note any objects that are currently set to inactive anywhere in their choractions.
- Set the rigs dynamic settings to be uniform from frame 0 to the end of the scene.
- Usual location: pose slider panel, Animation_Controls, Dynamics.
- Turn off Draw Particles/Hair unless hair needs to be simulated too.
- Got to frame 0 and right click the choreography and choose Simulate Spring Systems.
- Check the animation from ten frames before scene start to ten frames past (usually 90 to 110).
- If the animation jumps this might cause the simulation to jump. The animation before scene start may need to be adjusted.
- Resimulate if needed.
- If there are two or more characters to simulate make the current one inactive and activate the next one. Repeat the process.
- When all characters are simulated, remove any active channels you created from the model's choractions, and restore any preexisting active states.
- Save the choreography.