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Physics and constraints

Physics constraints add secondary motion: a bone lags behind the animated pose and springs back, so hair, skirts, tails, antennae and tree branches move on their own. The simulation is deterministic, so every runtime and every export shows the same motion.

WindsweptClick the buttons on the left of the artworklive
Windswept: the first frame. Press play to run it live.

Everything that sways in Windswept (eight hair chains, the skirt, three levels of the tree) is a physics constraint. Press gust to see the wind input push them.

  1. Select the first bone of the chain (a lock of hair, the base of a tail).
  2. Under Constraints in the Inspector press + Physics for that bone, or + Physics chain to add one constraint per bone down the chain in one step.
  3. Press Space in Animate mode, or drag a parent bone in the viewport, and tune the springs.
The hair-A1-physics constraint selected on Windswept: bone hair-A1, rotate, move X and Y, stretch, inertia 0.5, strength 70, damping 2.5, mass, gravity 20, wind -30, mix and steps per second; the constraint order list on the right
A hair chain's physics: what it moves (rotate, move, stretch), how it springs (inertia, strength, damping, mass), and the forces (gravity and wind).
Setting Effect
Rotate / Move X / Move Y / Stretch Which of the bone’s properties the simulation drives, and how much
Inertia How much the bone keeps its own momentum when the parent moves
Strength How hard it springs back to the animated pose
Damping How quickly the swinging dies out
Mass Heavier bones react more slowly
Gravity, Wind Constant forces; both are keyable, so a gust is just an animation
Mix Blend between the animated pose (0) and the simulated one (1)
Steps/s Simulation rate; higher is steadier for fast motion

Gravity, wind and IK softness follow the rig’s reference scale (in the document’s Inspector), so a rig scaled up or down behaves the same.

The Tail example with the antenna-l1 physics constraint selected: inertia 0.9, strength 90, damping 3, gravity 60
The Tail's antennae are two-bone physics chains with high inertia, so they wobble when the head moves.
Constraint Use
IK 1- and 2-bone inverse kinematics with mix, bend direction, softness, stretch and compression. See First rig.
Transform Copy rotation, translation, scale and shear from another bone, in world or local space, absolute or relative (a wheel that turns with a lever, eyes that follow a target)
Path Place and rotate a bone chain along a bezier path drawn with the Pen tool, with position, spacing and rotate modes and constant speed (the Tail example’s tail)
Sliders Let a bone’s property or a number input scrub an animation (corrective shapes, a shadow that follows a jump, a dial)

The Constraint order list in the document’s Inspector sets which constraints run first; each one sees the result of the ones above it.

TailClick the creaturelive
Tail: the first frame. Press play to run it live.

The Tail combines a path constraint (the tail follows a bezier path whose knots are animated), physics antennae and a camera pan on a second state-machine layer. Click the creature.

OpenBone is MIT licensed and made by UXCentury. The example art, voices and sounds are credited in the repository.