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DevForum4か月前

AnimationConstraintの改善:物理シミュレーション関節向けの安定した質量に依存しないトラッキング

Improved AnimationConstraint: Stable, Mass-Independent Tracking for Physically-Simulated Joints

要約(日本語)

Robloxは、キャラクターの腕などの複雑な物理機構における不安定さを解消するため、AnimationConstraintに新しいソフトコンストレイント方式を導入しました。この更新により、質量に依存しない制御を可能にする4つの新しいプロパティが追加され、3段階のフェーズを経てリリースされます。

English summary

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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→ Neutral0 eng↗

このトピックは10分後に自動的に公開されました。

This topic was automatically opened after 10 minutes.

DevForum
→ Neutral0 eng↗

いいですね、以前それで少し困ったことがあったんです。

Nice, I had some issue with it before.

DevForum
→ Neutral0 eng↗

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

DevForum
→ Neutral0 eng↗

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

DevForum
→ Neutral0 eng↗

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:

DevForum
→ Neutral0 eng↗

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

DevForum
→ Neutral0 eng↗

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!

DevForum
→ Neutral0 eng↗

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

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→ Neutral0 eng↗

AnimationConstraintが改善されているのは嬉しいのですが、キネマティックモードへの追加が見当たりません(私の機能リクエストを参照してください)。この機能が近い将来追加される可能性はありますか?

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?