Simulated Physics in Spine 2D using Physics constraints | 4.2 version

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hello sorry for making you wait me quickly go through the chat okay thank you for joining it's great to see so many people like it's first time and the reason is so much people I guess it's because we are testing some beta features for which I'm really grateful um to developers they really gave me an opportunity to check it test it and give feedback and play around so I was super happy I normally don't show emotions but inside I'm really happy so let's see what we have I have a lot of characters uh I wish I had prepared more files for you but let's go and see um um one at a time so I heard you wanted to see oh let me make my face smaller actually why am I so big okay so here uh first of all we have we are going to test physics constraint and it's the most important thing in this uh version so yeah that's that's all all what's going to happen today and physic constraint is applied to bones we select the bones and pretty much select the constraint and that's it uh the last thing to do before simulation starts is to select which property we want to be uh selected and for this I will go translate rotation maybe here let's see and scale why not and that's it this is right away is uh working yeah let's do for both of them this is um basic default setup so let's go with that um we see already something let's go and check in animation uh I will make sure to delete all the keys here so we don't have any animation on the on this stuff no this is not cool enough yeah something so like okay let's delete the keys and this is purely simulation of the physics what you see obviously the sequence is made from the images which makes it look cool but you can see I spent a lot of time animating these two BS actually to follow the trail but right now we have it for free pretty much and yeah let's move forward with our next project we have a tree I I did not see the result I promise you I'm just I just opened the project whichever I found and I'm going to test it with you so let's let's go and give some constraints to this I tried to do some constraints but I did not test it so uh this is the trunk so it's going to be much much stiffer and heavier I assume so I would like to see them separately let's click simulate translate no let's not shift it from uh not effect the translate just rotation and it's going to be very subtle and this is important because we need to learn how to um how to use how to modify play with those settings I'm going to move the root I'm not sure if if I have uh container bone yeah okay this is good it's not it's not working so this is cool that we have a chance to actually play with uh stuff so let's go back and make sure that the force is not this heavy so we don't want this much of um swaying for that we can increase inertia or let's see if we increase no we need to decrease it if we increase it will be harder to move so it will have more delay yeah so let's see yeah maybe um maybe a little bit higher and I want to increase the strength the strength is the force that brings it back so inertia is responsible for delay so the heavy object is heavy the bone is the bone uh more it will delay from the its original position and the strength you can see in the tool tips if I manage to show them sometimes I just can't yeah here they force to return to the original pose it's pretty simple and inertia will say Force applied in proportion to Bone movement so whatever you you move whenever you move the bone this Force higher it is it will prevent it from moving like stop it and the strength is bringing it back okay so I like the rotation of the trun but I don't like the head is also rotating maybe we can disable rotation let's try different things and disable also rotation for them so this is a good uh start for trunk let's move with the heavy branches selecting all of them and do I won't translate yeah let's do translate and rotation let's leave oh this is too much I think I mean it depends on the game if if there is only just earthquake it might work like this but if you just want to plant it very fast it's clearly not behaving like a like a tree uh this version is not available publicly Developers were kind enough to share it with me so I also check it and play it and with your help to experiment with more uh Fe more cases so this is the only thing I can say I don't have any dates I don't have any uh think advices to say how you can get it okay now I will go back and try to fix this I don't want uh I want less inertia so the leaves are mostly not uh leing but then I want uh also less damping so damping is when uh spine prevents like um I don't know the I like swaying I need to Google that no anyway swaying so higher it is the smooter it will come to the end point and yeah less of temping I'm selecting only the bones that are here for the bigger branches and maybe higher strength so it quickly brings them back I don't want them to move too much yeah this is more like it so let's say we drop it on the ground in the game like with Cod so there is no animation just to repeat myself what what we will be doing here mostly just simulating physics so this is how we drop on the ground and that's it and imagine the Lumberjack is hitting on the trunk let's simulate that I think we have that animation here left it yeah so this is the heat I will make sure that I delete all the keys uh from the upper branches yeah we see a little bit but not enough enough pretty much simulation is not visible yeah so maybe for that heat we need to make it uh even faster not visible at all so maybe we need to increase in this case but what I was looking for is to see if I can reduce it enough so I I actually plant it on the ground and this looks nice for me and I saw you had the question point of gravity for set is there so I'm covering about gravity and wind right now so at the moment as disappointing it can uh be we can't um key animation uh Key Properties uh that means that we have wind and gravity here obviously but they are just forces that apply constantly like no acceleration and no deceleration obviously just constant speed so that means that they are just vectors on the X and Y axis so the wind will be the x-axis then gravity will be the y axis the minus and plus so we can't key them so I can't change the winds Direction um I can't change the direction of the wind obviously and can't change the speed force of the wind so I can't make anything to sway under the wind if we have them under animation if we have key key B properties this will be different case because we will be keying here like wind 2 wind 4 Etc I'm going to prepare a document with feuture suggestions I'm pretty sure they all have that by themselves like figured it out but I will do my best to come up with um new and useful ideas so what I want to set uh global wind and gravity and then use that as property here because wind is pretty much wind for the scene so I don't want to go ahead and adjust the wind for each of them yeah that's something so wind and gravity is not something that big that you would thing just by reading them they are just forces that apply constantly and we can't key them right now I'm repeating right now because we do really uh expect um those changes in the future um I think before release obviously so without uh animating them this is pretty much useless uh or one case uh you can make uh object fall because let me show it to you I did it previously in the other stream so let's assume we have a bone and you would think hey let's create physics constraint and give gravity so it would fall constantly down uh let me enable them okay let me re re simulate so enabling and then gravity goes down but then stops so this might be not obvious at first because most of the time part particle systems if you familiar they if you enable the gravity and if something is in already uh stabilized enabling gravity will mean that it should move constantly that way if there are no other external forces but we have force that prevents gravity to move and this is the strength so the strength is the force that brings them brings the bone to original place it tries to the higher it is the fast higher the value the force is to bring it back so if I reduce it to zero you will see gravity is fully applying here it will endlessly just move it there and same if I go minus it will move it up if I add wind which is the similar to gravity but on the other axis if I apply wind you will see it will go diagonally so we can use this as falling snow uh or anything so from the ground that we want to um use it it can be rain snow Yeah Etc so but this is clearly not useful if we can't animate them because having all of them fall at the same uh time every time uh all the time it's it's not cool I mean you can set them different gravity and wind but what you can't do is uh like make them sure that the wind is blowing momentarily and then stopping and changing direction this is mostly how the snow would work so it's it's not chaotic but at least it is not like uh one directional movement yeah so we need this to be keable so we can uh check full power of it let's see the chat I don't want to miss your questions uh mixed value effects over constraint so so it doesn't affect any uh part particular property so it just turns of uh conin so yeah if you just give it like this without any animation if programmers just takes and drops it on the ground did I turn off the physics I don't know where are they yeah yeah back I have no idea what happened so if programmer just drops this there moves and it will uh behave like this without any animation this is a little bit setad at first maybe you will think hey maybe they won't need us and we won't get more job here I heard this concern few times but I don't think so I think we will have even more work because uh more projects will look into spine more games will look into spine to make it with spine and more aspects of the game will uh will need that uh animation so it's something I also not sure so let's let's leave it for now maybe it will come up later but I wouldn't be scared to lose any any kind of job it will be just easier and for us to uh to concentrate on Creative part um let's yeah gravity is y axis and wind is X AIS yeah I heard about baking the animation so uh I don't think we can do that because at any key um if I delete all all keys there is no actually movement at any key so you can see even if I move it like this okay it's moving but then I stop at one key to try and bake it everything there is no movement everything is already settled up so it's something that new for me also to understand how we can play with it uh two set of constraint one of falling for example second for stop I don't know uh yeah I I think these kind of setups would be easily to work so you turn off one and then yeah bring on the other okay let's um maybe I will add also this leaves I want to see them um sway very very uh elastically I guess let's try that one okay rotation here and scale let's do that so I will give higher inertia that means they will delay more and or maybe I will just reduce the strength no no let's let's bring the strength I will reduce The Dumping maybe reduce the friction and let's see this is not behaving how I expected I think I need to um remove translates here let's try that way and I will also remove the scale and maybe bring back Translate and just [Music] rotation yeah with rotation it it works a little bit better so obviously with this Tri this is we can even work farther um but you get the idea I don't want to stick to one project too long next we have we have this car which I think I already did let's see or I did at least I remember testing it yeah here's it so you can see the head is moving let me hide the the ground can you see it so it is it is a slide I tried to make it heavy because it's pretty much heavy car but what I didn't have here I would like to have the rotation to be affected much much less than trans so if I'm happy with the translate I'm not happy with rotation right now let me show it to you so let's assume I'm happy with this movement of the body maybe [Music] um yeah let's assume I'm happy with that so if I enable rotation this will make him like rotate crazy which I clearly don't want so I can't actually reduce only rotation so if I reduce it it will also reduce the X and Y axis this is clearly not something I want so I also will report this as a feature request I don't think it's a bug or whatever so we would like I would like to have the um rotation mix value here just slider to move it up and low some okay I do have a mermaid but it it tail is super short so I don't think it will be feasible but I will uh try with different Tails okay we maybe we can delete the highlight just the bones you can see this is the setup uh I don't have any feeling right now I need to test everything um but developer said it's it's even uh lighter than normal constraints so we won't have any problems at least in in this setup so I'm pretty sure they wouldn't deliver something that is very hard to use even though we have a clipping but it it pretty much doesn't have any alternatives clipping is clipping it's most likely everywhere is expensive okay let's create constraints select all of them uh okay I'm not sure what I want actually rotation let's let's turn on everything and see this is no not liking it so less inertia yes works fine more strength yeah still looking like a rubber even higher strength something maybe we can remove the scale still looking like a rubber okay so if we put for example this on a tank that is driving and why it's not moving and it's driving like this it would make sense um it it will look nicely I mean the the type of flag is is is not cool so you will be expected to make it wavy a little bit or do it yourself but you can see we have an animation I did it I think this was my first tutorial the flag if you use rotation on the root B will it also simulate the physics on its children yes if you use if if you move the bone every children is moving with it and they will be simulated so this is the animation what you see is right now animation uh I will delete all the concerns to be sure yeah this is the animation so the reason why we don't see simulation because we are only animating scale and a little bit of movement so if if I for example animate this rotation like here and there and maybe make it twice in the cycle and this is some kind of wave waving um considering that the flag is already animated as flat so you should be taking care of that I guess and one thing that you can um work with the bones and make them less and less impactful I guess so let's make them um change the mix while they are moving to the tip and this the tip is mostly affected here and this is also the case for the yeah uh I don't think you can render it right GI as GI right now or any other ways of exporting you can see even in preview window if I play the animation it it just plays the animation and rotation so physics is not simulated I think they are not releasing it right now as in the in this beta so obviously you can't use it in the game so whatever reason but I'm pretty sure um when beta is publicly released you will see those exports right now I don't think so okay now um I will ask you to wait a little bit while I'm exporting this uh I I should have prepared it beforehand but I really need to go out um for a brief moment where is it okay can we render no nice for great uh let's export this hey we have one layer okay uh I I don't have any plans for that I'm just ex experimenting with physics and understanding what structures are most useful but pretty much um anyway I mean you have the character you have main animations and everything else will be just simulated as physics at least it can be very helpful so I'm not naming it right now let's go if you have any other ideas let me know and we already did this and did flag okay let me drag this new project scard the changes we don't need this and this where do we [Music] start I will go with this one it's pretty simple and you can key the bone but it's it's not going to key uh that Bone's position uh considering simulated pose it will key the bones position as it is now so you will create the duplicate key uh I think you can do open uh different spines interface there should be reuse instances I I don't know where is it now but it was here launcher General reuse instance here so it's if it's reuse then you will open always in the same otherwise it will open new one okay so we have physics we need to simulate it the only thing I need is rotation I don't want to move it and it's pretty simple and behaves exactly as as expected and you can see right now dumping very well if I reduce it it it's going to uh um you can see how it uh oscillates or repeats like and uh that's the reason we don't we have dumping very little and to reduce that if we make higher dumping you can see it just comes to rest in one uh animation one movement so the friction is pretty straightforward you just um constantly uh slows down the movement let's make it higher I think you get the idea oh no this one and without [Music] friction and maybe with very little Mass okay so with higher Mass it will so they are pretty much similar I think you get the idea let me read the chat and move to the other example okay uh I will leave this uh the end maybe we won't even do them this are different type of clothes and maybe the silk one this is super lightweight and this is a very heavy leather uh skin pretty much it's a skin of the animal I'm looking to do this one because I'm really uh struggling to understand how I would actually do it because it has different pivots but first let's do the the easy one [Music] okay maybe I should not create this much let's remove this one how is our binding doing great I guess okay okay this is first time I'm seeing it so I will also explore it with you so we need translate obviously and I think this is the only thing we need right now because the bones doesn't have the length so rotation won't be affected here they are all in the flat structure hierarchy I will explain it a little bit later so let's go and check if I selected all of them Translate okay they they are the same place so they do behave like that so we we have a thing here it's because all of them are in the same bone they pretty much um move the the water at the same rate so they we don't see any simulation which is pretty much obvious we will need to go ahead and adjust everything here one by one I will try to do it but I don't think by just quick doing it we can uh achieve a nice effect here yeah something like this so it's pretty much is possible if if we do really um set up everything one by one it will be possible yeah or or if we set a length to it for each of them um I will put them back to where they were and enable also rotation simulating simulation so now that they have length yeah we we still don't get what we want but we have a table from above you hello Ilia thank you for supporting um I I don't know if they intensify or I think you get I get what you mean I don't think that but they clearly mean different I mean if I put one into the different that will that should behave different it's not like the physics is stronger but physics happen differently considering the parent I mean you can see that if I move it up this is lower this is uper higher but then it changes so it's not like stronger it's just different considering um the other so okay let's let's leave the water I guess for now I failed to Showcase it to you but it's clearly doable because I needed to go and one by one adjust everything which I don't want to do now uh next thing I want to mesh this little guy and let's do just quick meshes [Music] and so standard I setup here great for [Music] yeah I think you can do add add C scen I mean it works same way it should be um possible yeah I don't I haven't thought about the use cases of it but it should be possible oh and I need um two other iys here let me split it for for okay we are almost there so now if if we want to move it let's assume this has a gravity or not gravity physics that means inertia and mass okay higher inertia and yeah let's let's see how this work okay I clearly need to put this here yeah I did forget to turn on this I don't want to scale or share to distort our uh okay so this works as expected for now I want to also I keys work as expected so let's try to reset constraints yes um there is something I would still want to have so when the arms are relaxed it's fine that it behaves like this but the moment arms stretching it it should clearly go we we should see the force affecting so this is where we can see that force is really encapsulated inside that bone right now because when I moving it down it really makes sense but when I'm stretching it the arms are super stretching and but the it doesn't help the weapon I don't know maybe I'm missing something here but at least I I I wanted to try and I I really how can I improve this maybe I should try to reduce the mass uh inertia well it's better we don't see the issue here anymore yeah uh and what if I make the working animation maybe even [Music] L friction no we see some kind of waving here anyway I don't like it I don't like it okay next Let's do let's do yeah I'm afraid of this setup I think it it will take longer so you will be free to leave if if it's boring but let's do the juicy ones let's do the interesting ones for okay so we clearly need to preserve our body to not stretch yeah you can use the bone even with the mix value one because s simulation ends at some point and it adds to the whatever bone is doing there so let me show it to you let's assume we have this guy and it is animating from side to side um let's do it fast so you can check here and do any animation the physics really doesn't hold up I mean it will add uh that calculation to to what you animated but pretty much it's not like a trans form constraint when you have higher value and you can't even use use it uh okay let's go back and see our character two bones it's going to be easy I guess let's see okay okay let's leave it like this we will perfect it in our production project Translate we don't need rotation um okay let's do for both of them not happy for so I would like to see a less dumping less inertia higher strength less [Music] friction too much a little bit higher dumping I think with a better binding we can do one thing I don't like is that they behave exactly the same it's it's something I don't really like so you will need to adjust a little bit values here uh to make it look like a different but then this looks like the one is made different material very good I have very good feelings about the new version and it's very simple yet it um provides a lot of value to us as spine always does introduces one big feature but in a very simple way okay I think with this example I will show you the difference between if bone has length or it doesn't have any length um equating constraint translate we don't need scale B it okay so first thing I need is less dumping uh less strength and maybe now I will add the rotation here to this bone and with this one I will also turn on rotation but we don't need Translate okay so let let's see if we can see the difference between if we has rotation or no I will create a new bone here so this is just a bone that has uh no length I mean it's it's zero so when I create um constraint let me put it inside another bone I'm enabling rotation and let's see if actually it it does something so you can see it it's not rotating this bone is not rotating let me change the icon to something like this but if I give it uh length it should start actually rotate yeah so you can see the length actually matters here same works for or scale it it rotates because it has length and it is considered as a long object so that's why it behaves like this so even if I do have rotation enabled for one uh for bones with zero length it's not calculated yeah physics can be added with an i key as you can see see here we have a physics working the the sword is in physics and I is working with it and I I'm not sure about um making the bones with physics right now I tried several time but none of them were practical something useful so I'm not going to do it now okay next thing I would like to try um this one let's do three of them this is a silk transparent cloth very lightweight I mean you might not see it so I'm I'm telling you let's consider it that way and I will select all of them and yeah I want it to split actually let me delete their uh constraints and split oh not 52 just five let's create physics translate yeah I want everything of course I need to do it for all of them okay now I'm not sure which one is which but it's pretty much starting with layer so let's grab all the ones yeah I hope it's this ones wow not cool I'm selecting all of them uh I don't want to pick anyway we are looking at this project right now at this setup so or maybe we can delete them let's just leave them okay simulate translate let's turn on scale and sharing later so it's going to be with inertia I mean it's not inertia actually but there is a air and it it will slow it down maybe we can lower it down but increase the friction I think think it it's going to do the same U there is wind but it's not an effect it's just a force of playing on x-axis um I uh I'm answering on ne ne now NE now I I don't know I need to test it I think this is a little bit more complex setup if I answer it now it clearly might not be true tomorrow so most likely it depends the order of the constraints if the physics is higher um it will be applied the first and then the transform constraint will will override depending on its mixed value Okay so you can see it's lightweight and we see it's calmly coming down so this is something I already like okay let's go and check again okay higher friction it be less mass and strength higher I want them to come back yes yes I don't like like how I actually um bound the mesh so you you see you we will still need to um animate them separately if we want and I've said it clearly will need that we we have to create three bones here for each each array and move them separately I don't see other way otherwise it will look like very uh synchronous movement so let's assume we have those three bones and we are moving them so now it's it's looking like U like something very uh simultaneously animated if we off set it we can see a different effect I mean even if there is physics we will still need to animate it um that is great and another thing that we can find um this ones and the tip ones give them uh more value so if I start it from here and go and give them higher value up until the tip you will see the base will be affected much less because it pretty much has uh hanging and it has force on it applying on the tip and maybe at the tip we can give even higher [Music] um high strength and maybe enable sharing scale anyway so you get the idea um why will be meting so imagine with this you also get wind effect applied on on the on the thing so it's going to be great I'm not sure how we will use it right now but it's really going to be great so it's time for this one I don't think I will solve it today but I'm very very um ready to fix it I'm prepared okay so we need to separate them obviously and so we have uh different pivot Points where they will rotate that's what's making it difficult I will create a root bone here one here let's just start from here I I really don't know where to start right now and yeah let's see how this works let's go slowly no this will stretch it I think I don't need this bones actually maybe we can go with just I think two bones here for no okay I I see this is not an easy case first of all they need to have different values here secondly we need a rotation so I will give some length to the bones for for for I don't like it and it's not even beginning so we didn't even solve the most thing I mean it it might look a little bit something that can be used with the small vibrations for mhm I I was thinking to add bones here but as simple if I keep it simple I might be able to solve it actually much better I think I Cas will clearly make my mind okay house I think this is uh for different time I don't want to waste your time maybe I will show it later when I I I figure out how to do it okay so yeah we're pretty much did did yeah and it's already late I don't want to keep you I know the most of you are in the same Zone as me like even uh it's much later than you because I'm in Madrid right now and you would be a little bit um East I will continue it later offline for now I will close the stream and finish it here any questions apart from when we will have this version I'm so excited to check it thank you for developers to uh giving this chance so I can play I'm playing with it like every day it's like at least one or two hours it's something I just continue thinking about it even when I go to sleep yeah so great see you in the next stream video whatever let me know in the comments what you want to see from this uh I feel sad that you actually don't have it in your hands I mean I would really love to talk about uh your uh versions like how you experiment and see your um experiments so for now happy to see you all here
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Channel: Armanimation
Views: 8,343
Rating: undefined out of 5
Keywords: spine, spine2d, 2d, game character, animation, 2d animation, rig, rigging, spine 2d, spine 2d animation, spine 2d tutorials, spine 2d tutorial, 2d rigging, animation 2d, game art, game animations, VFX, fx, photoshop, spine animation, spine tutorial, spine pro, 2d spine, 2.5d animation, 2.5d, 2.5d vfx, spine 教學, face rig, spine vfx, spine 2d vfx, characters, game characters
Id: HZfiDjm48Pw
Channel Id: undefined
Length: 80min 1sec (4801 seconds)
Published: Tue Oct 10 2023
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