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Question by CiberX15 · Jul 23, 2021 at 08:10 PM · physicsrigidbodyjoints

Is it possible to critically damp the built in physics joints?

So recently I learned about the concept of critically damped springs. My understanding being that the spring will push or pull a given rigidbody to the target position WITHOUT overshooting it, nor bouncing back and forth as springs usually do. This is the behavior I need for my game, to finely drive positions and rotations of physics objects, while still allowing other objects to impact and effect them. AND to have them effect the objects they are connected to (e.g. pull one object and it pulls the connected objects).

My question then is: Is it possible to critically damp the existing built in physics joints? Like the Spring Joint or the Character joint? And if so how?

Or would I need to write my own joints to get that behavior?

To give an example. When you turn your head you don't overshoot the rotation and bounce back. You slow the turn as you get closer to the target rotation so you don't give yourself whiplash. I am trying to get a physics driven body to do the same. I punch a character in the face and their head rotates with the punch, then the spring drives it back into place without looking like a bobble head.

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avatar image CiberX15 · Jul 28, 2021 at 06:40 PM 0
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...bump? Anyone?

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