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Secondary action with bone dynamics

Posted: Mon Apr 14, 2008 4:53 pm
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.

Posted: Mon Apr 14, 2008 9:15 pm
by Rasheed
Here is something similar with a rough walk animation. The hair has bone dynamics.

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