Secondary action with bone dynamics

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Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

Secondary action with bone dynamics

Post by Rasheed »

I'm sure most of you experienced Anime Studio users already know how to perform secondary action. If you don't know what secondary action is, go Google it.

Here is how I did it.

I created a character, put it in a bone layer, and rigged it as follows, a root bone for the main body and four children for the tentacles.

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Here's the bone strengths (root bone gets zero bone strength).

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I bound the points of the main body to the root bone.

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I put bone dynamics on the child bones.

After resetting all bones, I only have to move the root bone, and the tentacles lag behind. When the main body stops moving, I remove the bone dynamics from the child bones, so they return to the default position.

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Here is the resulting animation:

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And here is the ASP 5.6 file: I hope this will help you understand how to set up secondary actions with bone dynamics.
User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

Post by Rasheed »

Here is something similar with a rough walk animation. The hair has bone dynamics.

Image
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