nate066 Is it possible to pin or lock the end bone of a physics bone chain so you can move the end bone and the physics follow, rather then the end bone being influenced by the physics? Basically, so the end bone acts the same as the starting bone. Also, curious if there is way to have the lock / pin be animated so a character could drop one side of the rope after holding onto it for example.
Nate This is more complex than it may seem. When you have both ends "pinned" the forces in reality are quite complex and not easy to model. Spine's physics constraint is very efficient, but it is not modelling forces like reality or even like a fully featured physics engine. The tradeoff is there are some things we can't do, like pinning the end of a chain. As with many things in 2D, there are various ways to fake it. There's this: It'd be nice to be able to keep the "pinned" end in place better. There is likely some other clever rigging that does it better!
Nate The main issue with using a path is keeping the path length constant. That's why one end of Arman's chain doesn't stay perfectly fixed in place.
nate066 SilverStraw Kind of, its being controlled by two ends now but one of the ends isn't pinned and the "rope" should be affected by gravity.
SilverStraw @nate066 Spine editor is not aiming to have a physics engine but help animators simulate physics movements. A physics engine is something that can be done in the runtime environment. I can only get close to it with constraints but not exactly. https://esotericsoftware.com/forum/d/25224-physics-constraint-creative-workshop/3
nate066 SilverStraw Yup, I know and your examples are great. The first one you posted here was pretty close and I was surprised how close it got. The reason I posted the above example, other than to show what I am looking for, is because it's somewhat similar to how the existing physics system works in Spine.
Nate Our first try at physics could do that: Unfortunately it wasn't very good at many of the other use cases though, it was more complex to setup, and not as efficient at runtime. There's more GIFs and info on it here.