Votes
0
Product:
Character Creator 4
Version:
4.31
Status:
Active
Issue 10777
Restructuring Spring Effects - (needs an upgrade) - conveniently allow users to produce complex characters with ease
#1.Speed up workflow * #2.Organization * #3.Innovation

#1.Please allow batch import from the Bone Tab (allow users to either manually highlight a list and make it active or button to automatically detect spring joints based on keyword in the joint such as "tenticle02_spring_joint". Please add a delete option within "Edit Spring" Tab rather than make users have to close it and then find the bone in the Bone Tab.

#2.Two Groups are needed, one just to group all the spring joints and within that, groups containing spring type.
We also need the ability to multi-select and drag and drop to reorganize the joints or groups.

#3. I hope you can add "spring_joint" to any bone name as a redefinition of the bone in AccuRig and or the Bone Tab. If the spring joint is added in AccuRig it would be ideal to automatically add it to the "Edit Spring" list.
There seems to be a limit on how many spring joints can be added to a group if the bones are numbered in sequence - please remove this limitation.

Implementing these changes will help users conveniently produce complex characters with ease.
OS: Windows 11
  •  7
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Submitted byAscensi
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COMMENTS (7)
Ascensi
continuing with previous comment, when high lighting green as active spring joints, show all active highlighted green on the character as well.
Ascensi
Also please allow a filter in the Bones Tab to highlight all active spring joints - would make it easy to see areas of spring influence on the character when spring joints are all selected and changed the color of the listed ones to a different highlight color - and/or add a green icon to all the enabled joints and leave the others grey as they are currently.
Ascensi
***---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------I created a new FT request that would supersede spring joints altogether using Particle based Rigs that can be toggled on/off to deform characters in ways to to use joint physics and provide the ability for stretchy limbs. This upgrade would have been helpful and still could be if it were coming soon but I think converting existing springs and limbs would be a better shortcut to solve many problems and reduce the amount of work for programmers. Particle based joints/springs would be highest priority and may completely negate reworking spring joint system-------------------------------------------------------------------------------------------------------------------- ***
Ascensi
****Essential**** -Animate Spring Parameters: 
***The ability to change spring type anywhere in the animation clip
**Decrease spring strength via animatable slider -  


Reasoning:  As an example, I have characters with toony eyes that I'd like to animate while walking in one direction (lazy eye) but slowly reduce strength to 0 but the spring type is changed from  Transform to Rotate any point in the clip - otherwise you're making us have to duplicate the character with spring effects assigned completely different, create two exported video clips of each character with the same animation and position, then fade out one video track just to show the character's eye movement has switched.

---There are many advantages to having more advanced spring physics controls---
1# it could be an easy fix to make ragdoll physics if all limb joints and neck bones had springs, we could lower the physics strength or increase it during a fall so it doesn't spring back up
Ascensi
Mirror Selection Option -***essential*** (either via marque or within Bone List) currently takes hours selecting bones individually to be activated when you already have 100 or more on one side.
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