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Question by RsMeta · Feb 04, 2018 at 03:00 PM · animationriggingspring

Imported rigged suspension spring doesn't work properly

Hi,

I made a spring in Cinema 4D and rigged it.

alt text

As you can see, it works fine in Cinema. But the problem is that in Unity, it doesn't work like in Cinema. alt text

What is the problem, what should I do?

problem.png (63.2 kB)
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avatar image RsMeta · Feb 04, 2018 at 08:07 PM 0
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Top joint is going from 100% hardness to 0%. Each section of polygons I was reducing strength by 5%. Bottom joint is the same, 100% from the bot to the top, each section of polygon reduced 5% strength.

alt text

alt text

top.png (252.6 kB)
bot.png (244.5 kB)
avatar image meat5000 ♦ · Feb 04, 2018 at 08:58 PM 0
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I think its having a zero point thats causing the issue. There should not be a 0 or 100% point but a lower spread normalised over the range. The Zero point causes a fixed point in space but the nature of a spring is that all points in the spring are movable, which creates its behaviour.

avatar image RsMeta meat5000 ♦ · Feb 04, 2018 at 09:02 PM 0
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I'm going to try from 95% to 5%. I'll see if that works :/

avatar image RsMeta RsMeta · Feb 04, 2018 at 09:12 PM 0
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Nope, still doesn't work. It's gotta be Cinema's fbx exporter...

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Answer by theANMATOR2b · Feb 04, 2018 at 06:31 PM

Looks like the skin weight values are being converted to rigid rather than smooth/blend. Upper spring is weighted 100 to top bone while lower spring is weighted 100 to bottom bone. No blended weights.

Looks like cinema error - not Unity error. Might there be a setting in cinema to set the skin weights to blended rather than rigid - for export, or possibly the export process is converting the skin weight values to rigid?

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