24-04-2025, 12:09 PM
(This post was last modified: 24-04-2025, 12:20 PM by josemendez.)
(24-04-2025, 11:16 AM)Jawsarn Wrote: Will not be able to have bones on both "Tail" and "Fin" with individual settings if one wants the base bone of both hierarchies to have rotation affected by simulation as well.
Why not? you can have have a single ObiBone at "pelvis" and still have different constraint values for every bone along the hierarchy. That's what per-property curves are for. If curves are not precise enough for your purpose (eg. you want to specify different bend compliance values for specific bones, eg. from "fin" down bones should be a lot more rigid) you can do that programmatically.
(24-04-2025, 11:16 AM)Jawsarn Wrote: This seems to add a restriction that one can only have one bone hierarchy from the root however.
You can't have multiple simulations on the same hierarchy, if that's what you are thinking about. For example, have a ObiBone at the character root, then another ObiBone at the base of the tail. The reason is that would result in two completely different sets of positions/orientations for bones at the tail, since they're driven by two simulations. These would need to be "merged" or reconciled somehow.
kind regards,