[OLD] SmartBone - An optimized module for Dynamically Simulated Bones

Do you think you could tell the crowd how you managed to do this

I have some questions

  1. does it only work for character accessories?
  2. is there a summary of the topic?
  3. can we use values instead of attributes?
  1. No, you can use it for anything that has bones.
  2. Why would you need one? If you want to learn how to use it you will pretty much have to read the whole thing.
  3. I donā€™t think so, because it just reads the attributes from the same object that is tagged with ā€œSmartBoneā€
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I guess he wonā€™t do soā€¦ Iā€™m tired of trying to make it workā€¦

Bravo, this is excellent. Love the work
Thoughts on limiting the jarring movement when the object begins simulation?

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Does anyone know on how to use this for softbody cube

I assume you are trying to use collisions, which are not supported. If not, you just have to rig it correctly and follow the instructions and it should work

I was saying because some did this

And you know this was made with SmartBone?

This should work:

In the ParticleTree module, set
ObjectPreviousPosition = Vector3.zero to
ObjectPreviousPosition = RootPart.Position.
image

In ActorScript, insert
frameTime = 0 here:
image

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I tried it and it scared me, the block isnā€™t softbody thoughā€¦

also to answer this question

I mainly speak arabic, and I need it so I can translate it to arabic :confused:

Yeah they creator said they used smartbone module

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The fix works a treat. What are the implications of these changes in regards to the future of the module? will this be built-in in the future?

Also continuing with the example I posted of plants, It would be super cool to be able to add attribute to specific bones that continue down the chain. For instance I would like the stem of the plant to be relatively stiff, while the leaves would be more droopy. I tried using separate mesh pieces but because the chain root of the leaf is no longer connected to the stem, they oscillate differently and donā€™t appear ā€œwholeā€

This isnā€™t really softbody. The cube does not get squashed or change shape when hitting the baseplate, it just has the cube move with the inertia. To do this, you would weld a collisionless cube mesh that uses SmartBone to a cube of equal size that does have collision.

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Just asking do you have to rig the cube in blender

Not necessarily, but that would probably be the easiest option. You will have to use some sort of 3d modelling software to rig it.

Not sure as I didnā€™t make the module. I just had the same issue as you and messed around with the code to fix it.

Will probably mess with the module again to implement attributes to specific bones and if/when I do that Iā€™ll share the code with you.

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Sorry for wasting your time but can you please help me
CUBE TEST.rbxl (57.1 KB)

As far as I can tell this should work. What does your rigging setup look like? Are you sure the bones had weights applied to them correctly?


Here is the rig for the cube