SmartBone 2 - Simulated Physics and Collision solution for Bones

Make sure your on v0.1.1,

I believe maybe as I was re - writing the spring constraint it might have different outputs than smart bone 1. If the issue persists even after being on the newer version then just mess around with the spring constraints properties.

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It works normally with Smart Bones 1, but when I place my rigs into the demo file with Smart Bones 2, it scrunches them up. However the cat rig just completely disapears Anyone else having this problem? Im using v0.1.1

In Game:

Studio:

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The root bone, if so how would I fix that without scaling it more I need it to be this size to properly rotate the mesh?

Not at the moment, I suppose in the future I could add something to disable frustum culling however I would recommend just attempting to rescale the root part as an object with that many bones is quite performance heavy.

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Alrighty thank you for the quick help and everything!

i found out inertia doesnt change any movement (i tried with 0, 1, even more), the movements are all the same

It seems to work for me, are you sure your setting the attributes correctly?

Amazing work, was very excited for this release, you guys deserve more for this, if a way to donate robux to you existed, i would donate, maybe consider putting gamepasses on that demo for donations?

pretty much, cause damping elasticity or anything else works, im using 0.1.1 too, i also tried to change inertia inside the demo place, but it also didnt make differences

At the moment the plugin for helping to setup smartbone objects is paid (150)

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I’ll look into this later, thanks for the report

I think that’s my cape model being used in the demonstrations. I’m glad to see it put to use!

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any plans to make an option for bones to stick or follow specific parts?

What do you mean by this? And can you provide use cases

i think a good example is making capes that stick to both shoulders

Basically, welding bones to meshes and parts, making it follow them. Roblox itself only lets you weld parts and meshes to bones, this way the instances follows the bone not the other way around, it would be quite useful for a lot of stuff

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If I understand correctly (making a bone “weld”/stink onto a point/part), your idea could also be used to simulate grabbing someone’s hair (or cape). If so, this is definitely something I support to be added into SmartBone. Would make everything much more immersive & interactive and would allow such more customization.

Ah yeah I see what you mean, this certainly would be a useful feature.

I think the implementation would be an instance value with an attribute to say which force type (Weld or attraction). If you have a different idea on the implementation please share!

i was trying to do what you said, but i couldnt find the constraints from smartbone 1 to copy, should i play around with the sb2 springs randomly until i find a result or am i missing something?

I believe this was a bug associated with an edge case I just recently fixed, it will hopefully be fixed in the next update.

This should now be fixed, thanks for the report!