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By enabling the Chain property and selecting a Bound Bone and Chain End, the AnimDynamics will generate a chain using any bones in between. Each bone within the chain, excluding the Bound Bone, will have a constraint box generated around it, to simulate motion and collision with the other bones in the chain. These constraint boxes will need to be tweaked manually to achieve good results.
Overlapping constraints can cause undesirable results, like flailing bones and uncontrolled motion. If you are experiencing these kinds of results, ensure the chain constraints are not overlapping.
Using Planer and Spherical limits, you can enable simple collision simulation with the AnimDyanmic node's simulated physics structures.
With planar limits, you can set flat boundaries the physically-simulated structures are unable to cross. You can use these planer constraints to prevent the simulated structures from overlapping with other parts of the character's Skeletal Mesh or the ground.
In the AnimDynamics Details panel, you can enable planer limits with the Use Planer Limits property. Then, using Add (+) to create an Index, you can set individual planer limits to control the simulated structure's behavior. With each index, you can set a Driving Bone as a reference point for the location of the planer limit. Then, using the Plane Transform properties, you can set the planer limit's Location, Rotation, and Scale properties to establish planer boundaries that the simulated structure is unable to cross.
For example, adding a planer limit to the character's root bone, can create a boundary that represents the ground, that simulated objects are not able to cross.
With spherical limits, you can create sphere boundaries, that surround points on the AnimDynamics physics-simulated structures, to act as a simple collision prevention.
After enabling the Use Spherical Limits property in the AnimDynamics Details panel, you can use Add (+) to create an Index where you can set up sphere limits. Within each Index you can set a Driving Bone to act as a reference point for the location of the sphere and the offset its location on the X, Y, and Z axes, with the Sphere Local Offset property. You can also set the sphere's Limit Radius to determine how large the sphere is, and set the Limit Type to decide how the sphere interacts with the Skeletal Mesh.
By setting the Limit Type on a sphere limit to Outer, you can use sphere limits to prevent structures from colliding, by not allowing objects to pass through the sphere. You can also use sphere limits to contain structures, by setting the Limit Type to Inner.
Here, you can reference a list of the AnimDynamics properties and a description of their functions:
The space used to run the simulation. The options available for selection are as follows:
It is not recommended to use the World simulation mode with Teleporting characters.
Set a Spring constant to use when the Angular Spring property is enabled. Higher values mean a stronger spring.
To see results, ensure the Angular Target Axis and Angular Target properties have been defined.
Set the number of updates passed on the Linear and Angular limits, found in the Constraint property section of the Details panel. Post Update indicates the set number of update passes occurs after the solver has the position of the bodies.
It is recommended that the set value should be around a quarter of the set Number Solver Iterations Pre Update property.
Set the number of updates passed on the Linear and Angular limits, found in the Constraint property section of the Details panel. Pre Update indicates the set number of update passes occurs after the solver has the position of the bodies.
It is recommended that the set value should be about four times the value of the set NumSolverIterationsPostUpdate property.
Set a value to be used when the Override Linear Damping property is enabled.
The default is 0.7. Values below 0.7 won't have an effect.
Set the value to be used when the Override Angular Damping property is enabled.
The default is 0.7. Values below 0.7 won't have an effect.
Set the value to be used when the Override Angular Bias property is enabled.
Angular bias performs a twist reduction for chain forces and defaults to a value to keep chain stability in check. When simulating, a single-body angular force can appear delayed from the position of the mesh. If you encounter this issue you can tweak the value of the Angular Bias Override towards 1.0f until it settles correctly.
When enabled, the Angular Bias Override value will be used to apply an angular bias for bodies in this node.
Angular bias is a twist reduction for chain forces and defaults to a value to keep chain stability in check. When using single-body systems sometimes angular forces will look like they are delayed from the mesh's motion, if that's the case enable Override Angular Bias and tweak the Angular Bias Override value towards 1.0f until it settles correctly.
Set the minimum values to allow linear movement per-axis, X, Y, and Z.
To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties.
Set the maximum values to allow linear movement per-axis, X, Y, and Z.
To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties.
Set the axis, X Y, and Z, the angle will be used to align to the Angular Target. Typically, this is the axis pointing along the Bound Bone.
This is affected by the Angular Spring Constraints.
Set the axis to align the Angular Spring Constraint to. A value of 0 will disable the axis while a value of 1 will enable the axis when factoring the alignment.
The properties values are typically set to point down the bone. For example, the property might be set to (1.0, 0.0, 0.0), but you can pick other values to align the spring to a different direction.
Set the resolution method to use when Planer Limits are enabled. Options include: CoM (Center of Mass): Only limits the center of mass from crossing planes. Custom Sphere: Use the specified sphere radius to collide with planes. Inner Sphere: Use the largest sphere that fits entirely within the body extents to collide with planes. Outer Sphere: Use the smallest sphere that fully contains the body extents to collide with planes.
When Use Spherical Limits is enabled, you can add spherical limits to the array. After adding an element, it's properties include:
Driving Bone: Bone to attach the sphere to. Sphere Local Offset: Local offset for the sphere, if no driving bone is set the is in node space, otherwise bone space. Limit Radius: Set the radius of the sphere. Limit Type: Whether to lock bodies inside (Inner) or outside (Outer) the sphere.
When Use Planer Limits is enabled, you can add planer limits to the array. After adding an element, it's properties include:
Overview
Single-Body Simulation
Chains
Collision Simulation
Property Reference
External Force
Planer Limits
Spherical Limits
AnimDynamics Disabled
AnimDynamics Enabled
AnimDynamics Disabled
AnimDynamics Enabled