Compensation Motion

A feature of the AutoPhysics simulation.
This feature enhances animation by adding to it a compensation effect: essentially analyzing which parts of the character move in the animation and then moving other parts in opposite directions to put an emphasis on the original motion.

This effect is not complicated in nature, and it can in fact be achieved manually with relative ease. But still, using it can greatly improve the look and feel of the animation.

This effect can be enabled by turning on the Compensation motion switch, found on the Physics settings panel under the AutoPhysics tab:

The effect Compensation motion has on the animationis controlled by a dedicated set of parameters found on the Compensation motion tab:

Instant local restore
Controls how the algorithm reacts to changing local coordinates. Increasing this value makes the objects restore their original positions faster, but also makes the animation less stable.
Set to 0.2 by default.

Instant global restore
Same as above, but for global coordinates.

Local weight
Controls how much the algorithm tries to preserve the local coordinates.

Global weight
Same as above, but for the Global coordinates.

Energy weight
Sets how the algorithm should minimize kinetic energy. Increasing this value makes motion less ‘active’.

Translation factor
Sets the priority for restoring local positions. Weights are multiplied by this value.
Increasing this parameter causes the local positions to be restored faster.

Rotation cut off%
The main setting for filtering Angular Momentum. Measured in percent of its (angular momentum) highest value in the animation and set to 100 by default.
Decreasing this value can lead to more smooth angular momentum.
Set to 100 bt default.

Translation cut off%
Same as above, but for translation instead of rotation.
Also set to 100 by befault.

Interframe count
The number of sub-frames used to compute the simulation. Increasing this number is recommended when the simulation is distorted.
the default value is 10.

Fulcrum blending frames
The number of frames it takes fulcrum points to blend back to their original positions.

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