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Dynamics

There's 2 options - Springs and Dynamics.

Springs Dynamics
Expressions hairSystem
SingleBone, SingleTransform and Spine (fk, fkSpline) only Spine (Advanced section)
Controls top groups of the Ctrls Is running at the end, before the Squash Joints
Easier to tweak with stiffness and damping Has a ton of attributes that are tricky to tweak for specific behaviors
Only FKs Can do Spine FK and IK, can even have the end point locked

Springs

The following limbs come with a Spring attribute:

  • singleBone
  • singleTransform
  • spine (fk, fkSpline)

They work with a very basic spring equation done with Expressions:

Acceleration = (Target - Position) * STIFFNESS - Velocity * DAMPING
Velocity += Acceleration
STIFFNESS and DAMPING are the attributes that are exposed and can be tweaked, even by animators.
For tweaking those values, it's best to first keep them the same value, and try variations from 0-1.
STIFFNESS is how fast it comes back (stronger values = coming back quicker)
DAMPING is how loose it is (weaker values = looser)

Spine Dynamics

The Spine limb also has Dynamics attribute in the advanced section, which is using hairSystem under the hood.
Can give great results, too. But trickier to tweak the behavior.

Tip

You can still tweak that behavior, but it's more advanced. You'll have to find the hairSystem node and in there you can find all the attributes. You could even setup collisions for that.

Here we attach both end points. Alt text