Roblox is upgrading AnimationConstraint with a new soft-constraint formulation to fix instabilities in complex physical mechanisms like character arm chains. The update introduces four new properties for mass-independent control and is being released in a three-phase rollout.
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Nice, I had some issue with it before.
I never knew this existed, but pretty cool update, I might try it out if I ever get the chance to work on a physics simulated game
mobsterlobster: A useful rule of thumb: the natural frequency and critical damping both scale like the square root of the effective mass/inertia Are you implying linear inertia / mass here, or are you implying angular inertia / moment of inertia? Documentation on moment of inertia in engine is very
Can you help with my arms? I’m using IKControl and when rotating the Waist Constraint, it rotates the arms as well. It didn’t do this before when using Motor6D and the modifying the c0. Without rotating waist: Rotating Waist:
Great question! You should use linear inertia (i.e. mass) when tuning the LinearStength / LinearDamping , and the angular inertia when tuning the AngularStrength / AngularDamping . We recently enabled BasePart:AngularAccelerationToTorque , which can be used to compute the full inertia tensor (e.g. b
Is the behavior changing when you set Workspace.ImprovedAnimationConstraint = Enabled ? If not, please file a bug report on the dev forum with a minimal reproduction. Thanks!
Same behavior, the waist (UpperTorso Part) is rotated correctly, but it seems like the shoulder constraints get rotated twice. Waist.Transform = CFrame.fromEulerAnglesYXZ(pitch, yaw, 0) I’ll try a simple reproduction
I am glad to see improvements being made to AnimationConstraint , but I don’t see any additions to kinematic mode (see my feature request ). Does the feature have a chance of being added in near future?