Dorabella Posted January 12 Posted January 12 As per the title, simply clarification on : Stifness Stifness2 Damping What are their functions? Coordinate . Example: 0, 0.5, -1.6, 1.2 1)= 0 = x 2)= 0.5 = y 3)= -1.6 = z 4)= 1.2 = collision radius Right ?
traison Posted January 13 Posted January 13 (edited) On 1/12/2026 at 4:32 AM, Dorabella said: Stifness Stifness2 Damping stiffness - The old form of defining spring stiffness. A force multiplier that applies every update to pull the bone back to it's original position. Use stiffnessX, stiffnessY and stiffnessZ instead for better control. stiffness2 - The old form of defining spring stiffness2. Quadratic stiffness, or to put that another way, a foce multiplier that increases the further away the bone is from it's original position. Use stiffness2X, stiffness2Y and stiffness2Z instead for better control. damping - The old form of defining spring damping. A velocity multiplier that applies every update to slow down motion. A value of 1 would zero out all velocity and stop the bone from moving. Use dampingX, dampingY and dampingZ instead for better control. Same goes for the rotational equivalents of these. In general you can adjust stiffness and damping by percentage values and get stable physics (ie. you can increase or decrease both by 10%). Stiffness2 usually has to be adjusted manually. timeStep and timetick (and their rotational equivalents) affect everything, and are essential when adjusting stiffness related things. For instance, lets say you want faster motion, intuition might say you need the spring to be more stiff. To keep physics stable, this requires you to increase damping which then slows it down again. In this case, leave stiffness as is, increase damping slightly, and increase timeStep or decrease timetick instead. Edit: Resonating frequencies are important. It is difficult to get, lets say "entertaining", bouncing happening for walking, running, sprinting and horse riding animations all at the same time, as these have different frequencies. Changing walking animations (for example) may require physics preset changes for this reason. Find your animations first, then customize the preset. On 1/12/2026 at 4:32 AM, Dorabella said: Example: 0, 0.5, -1.6, 1.2 ... I assume this relates to collision shape definitions. This form is only used for spheres. The full format is as follows: Spheres: x,y,z,r[ | x,y,z,r] Capsules: x,y,z,r & x,y,z,r[ | x,y,z,r & x,y,z,r] Legend: x, y, z - Coordinate offsets from the bone position. r - Radius. [] - Optional. & - Used in capsules to define the starting and ending points and their radii. | - High/low weight separator. The value on the left is for 0, and the value on the rigth is for 100. Example capsule, without weight differences: 0,-0.5,-3,1 & 0,-1.5,1,1 Example sphere, with weight differences: 0,0,-0.5,1 | 0,0,-0.5,1.5 Edited January 13 by traison
Dorabella Posted January 13 Author Posted January 13 4 hours ago, traison said: Use stiffnessX, stiffnessY and stiffnessZ instead for better control. This setting will only work with the specific coordinate, right?
traison Posted January 13 Posted January 13 1 hour ago, Dorabella said: This setting will only work with the specific coordinate, right? Direction, not coordinate.
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