Spring Bones is very nice for its added secondary animation. However, the Spring Bone physics simulation needed to be somehow activated before the animation started.
I'm trying to use CT5 to create a looped animated sprite with spring bone attached to simulate secondary animation. every time the loop starts you will see the bones fall into place. The true looped spring-affected animation can only be presented starting from the repeated loop because since then the bones have already set to their proper position.
I also tried to use 2 duplicated 'Collect Clip' tracks to fool the render output. on-screen it is looping between the 1st and 2nd clip seemlessly, however, it was not helpful because the Collected Clip also records the delayed physic and will not able to loop properly during render.
this is a limited issue with spring bones 100% the only work around I've found for looping is to end the scene with exact position of beggining, such that the hair falls down to the same position as the beggining frame. Annoying, as you have to add more frames and time, but its a work around.
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