Secondary Motion

This feature improves animation generated by AutoPhysics by making it more smooth and accentuated.

Enabling Secondary Motion

To enable Secondary Motion:

1. Go to the Physics settings panel.

2. Turn on the Secondary motion parameter on the AutoPhysics tab:

After this, you should see the effect in the AutoPhysics simulation.

Applying Secondary Motion

Secondary Motion is generated automatically, but has to be manually snapped to the current animation.
To do this, click the Snap with additional motion button on the Toolbar, under the Auto Physics panel:


Secondary Motion should only be applied after the rest of animation work is complete.
Otherwise, it will be applied to itself, overlaying and amplifying the effect, especially if you click the button several times.
(This is also the reason there's a dedicated button for applying the effect)

Secondary Motion Settings

The effect of the Secondary Motion tool can be customized  individually for each controller (Point or AutoPosing). To do this:

1. Select the controller you’d like to adjust.

2. Go to the Object Properties panel.

3. Open the Secondary motion tab:

4. Set the parameters you need.

The avaliable parameters are:

Local blending
Sets the force used to ‘pull’ Rigid Bodies to their original positions in the Local coordinates.
Set to 100.0 by default.

Global blending
Sets the force used to ‘pull’ Rigid Bodies to their original positions in the Global coordinates.
Set to zero by default.

Sets how fast the ‘pull’ effect should fade.
Also set to zero by default.

Air friction
This value limits the global speed, as if wind resistance slows it down.
By default, this value is too set to zero, which means the speed is not limited.


See Also

Spring Secondary Motion

Was this article useful to you?