• Editor
  • any way to bake the physics constraint keys?

the newly added feature really makes physical based animation effortless however I yet to find a way to render out a seamless loop even though from the viewport everything looks perfect, I suspect each loop is actually calculated by cpu on the fly therefore makes the final render out problematic, that being said, I'd still like to see a way to bake the keys, all it takes is to bake some keys and we the user will take care of the rest, for example, bake (by bake I mean to convert the real time computed key to static keyframe) the first keys at the beginning of the loop so we can simply copy them to the end of the loop, the final result might not be 100% accurate compare to the original physics constrain animation itself, but it would be a fairly simple and straightforward approach to take advantage of this awesome new feature, I would like to hear back from the devs regarding this

    Related Discussions
    ...

    I'm not a big fan of baking because it loses many of the best parts of the physics. Movement is no longer dynamic. Baking usually requires many keys and the tools needed to reduce the number of keys or manipulate many keys are complex. I've posted about baking previously, eg:
    https://esotericsoftware.com/forum/d/25169-baking-physics-and-looping/2

    In 4.2.32-beta (released minutes ago) we've added a Warm up slider for image and video export:

    Image removed due to the lack of support for HTTPS. | Show Anyway


    It works as I described in my second post in the thread I just linked.

    I made an animation with physics that loops perfectly, but starts in the middle of a fast motion, then exported a GIF with 0 warm up:

    Image removed due to the lack of support for HTTPS. | Show Anyway


    When the physics start out stationary, the GIF doesn't loop smoothly.

    Here is the exact same animation with 1 warm up iteration:

    Image removed due to the lack of support for HTTPS. | Show Anyway


    By playing the animation once behind the scenes before the export, the physics are in motion when the export begins and it loops much better.

    Warm up can help in many situations, but some use of physics can never be looped.

      I was talking about the context of rendering out for static use not in game real time use, hence it is supposed to be an expediency, for static assets, we don't need dynamics of real physical drive but a seamless animation loop in the forms of png sprite or the likes but still want to have the inbetweens of physics interpolated frames, if I made my intention clearer.

      Great feature and it works fine, now i don't need to copy all frames anymore. Absolutely brilliant!

      2 months later

      Nate
      我也希望 Spine 可以加入物理的烘焙功能。目前在我的工作中、物理显然可以帮助提高工作效率和动画质量。但是在需要接续一段循环动画和一段不循环动画(比如入场动画)的情况下。失去烘焙功能使得几乎无法使用物理约束。而且几乎很难通过调整末尾帧去调整、因为使用物理后的运动无法像在曲线编辑器里那样直观地观察出入动画的趋势。而烘焙后可以更方便地进行后期的修正工作。

      6 months later

      Voice-of-Shadow
      所以我仍然希望物理的烘焙是个可行的功能出现在编辑器中。即使不像L2D一样烘焙成曲线、烘焙成逐帧也对目前的工作帮助很大 @Nate