[1188] stiffness converts to max angle and not stiffness improperly
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sophiа
stiffness is converted to max angle in both the sdk and the game, witch for most avatars isent to bad. the issues come from it doesn't convert falloffs properly. like given this example stiffness it set to max then falls off to zero at the ends. this is very useful for long hair and alot of avatars set there's up this way but when its converted the fall off transfers into max angle and it will set max angle to zero witch just makes your bones completely immobile. i feel like stiffness should be either converted to stiffness or make it so it wont set max angle to zero.
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Phasedragon
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The issue with the curves has been fixed in the latest open beta. Now when it converts from stiffness to max angle, it will invert the curve. This should fix the issue where your max angle was zero.
As for the point you made about stiffness, the thing is that dynamic bones stiffness is not the same as physbones stiffness. Dynamic bone stiffness hard limits the distance that it can go away from it's original position, so max angle on physbones is the closest conversion. Physbones stiffness is a force that reduces the movement at all times, not just at that limit, so it would be very different.
Ruuubick - Designer
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sophiа
o i see what it was its cause stiffness was only recently added so before thay converted stiffness to max angle but now that stiffness is a thing it should be converted to that instead
sophiа
this has been a issue for a wile i just finally found what's being converted improperly