Guides:Constraint dampening: Difference between revisions
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{{Stub|Not much information here! You can [[VRCWiki:How to Contribute|contribute]] by expanding, and proofreading this article, in accordance with the [[VRCWiki:Manual of Style|Manual of Style]].}} | {{Stub|Not much information here! You can [[VRCWiki:How to Contribute|contribute]] by expanding, and proofreading this article, in accordance with the [[VRCWiki:Manual of Style|Manual of Style]].}} | ||
Constraint dampening or self referencing constraints, | |||
[[File:Constraint_dampening_example.gif|border]] | |||
Constraint dampening, or self-referencing constraints, allows a constraint to follow its source gradually instead of snapping instantly. It’s most commonly used on avatars, but works in worlds too. The main constraint types are Parent, Position, Rotation, and Scale constraints. Keep weight% of source. 0 (0%) is an instant update to target, 0.2 (20%) - 0.3 (30%) is a good value to smooth out network updates. | |||
The speed toward the target depends on: | |||
* Current distance to the target (larger gap ⇒ faster) | |||
* Frame rate (more frames per second ⇒ faster) | |||
* Damp weight (lower damp ⇒ faster) | |||
== Setup == | == Setup == | ||
=== Manual === | |||
[[File:Constraint dampening editor.webp|thumb|Editor setup example]] | [[File:Constraint dampening editor.webp|thumb|Editor setup example]] | ||
1. Add the GameObject with the constraint as one of the sources in the Constraint component, and set its weight to 1. | |||
2. Use a second source for the target position | |||
=== Automated === | |||
The [[VRChat Package Manager|VPM package]] from [[Community:VRLabs|VRLabs]] automates this process. After adding it to your hierarchy, unpack the package and move the target object to its desired position. | |||
* [https://github.com/VRLabs/Damping-Constraints/blob/main/README.md Project Page] at github.com | |||
== | ==Resources== | ||
* [https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/DampedTransform.html | * [https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/DampedTransform.html 'Damped Transform | Animation Rigging'] on ''docs.unity3d.com'' | ||
[[Category:Guides]] | [[Category:Guides]] | ||
Revision as of 01:34, 30 April 2025
[Reason: Not much information here! You can contribute by expanding, and proofreading this article, in accordance with the Manual of Style.]
Constraint dampening, or self-referencing constraints, allows a constraint to follow its source gradually instead of snapping instantly. It’s most commonly used on avatars, but works in worlds too. The main constraint types are Parent, Position, Rotation, and Scale constraints. Keep weight% of source. 0 (0%) is an instant update to target, 0.2 (20%) - 0.3 (30%) is a good value to smooth out network updates.
The speed toward the target depends on:
- Current distance to the target (larger gap ⇒ faster)
- Frame rate (more frames per second ⇒ faster)
- Damp weight (lower damp ⇒ faster)
Setup
Manual

1. Add the GameObject with the constraint as one of the sources in the Constraint component, and set its weight to 1. 2. Use a second source for the target position
Automated
The VPM package from VRLabs automates this process. After adding it to your hierarchy, unpack the package and move the target object to its desired position.
- Project Page at github.com
Resources
- 'Damped Transform | Animation Rigging' on docs.unity3d.com