I have a character that has a lot of "cloth strips" that I'm using the 2D Chain Bones for. Most of the time it looks great (I'm using the physics chain bones for a lot of things - banners, a "weeping willow" tree, etc, its awesome!), but there are a couple times where the chain "freaks out" and I can't figure out why.
Extra notes I forgot to include in video:
1) You can see that there are a lot of hinge-chains setup (the pink circles) for that character - the character has a frontside skeleton and a backside skeleton, so it is showing the hinge-chains for both of them even though in the video you just see the front side skeleton.
2) The point in time during the intro-cutscene animation where the hinge chains seems to start 'going crazy' is when:
a) the character finishes standing up abruptly (maybe some upward momentum?)
b) the character does a quick bit of movement to the right and stops suddenly (momentum again?)
I'd be glad to upload the Spine project, but my guess is that its a setup/configuration issue within Unity.
Here is a video showing the issue:
My team is presenting this demo to a lot of publishers at Pax East this next weekend, and this is the final thing that I need to fix, so I'm in slight emergency-mode. Would appreciate any suggestions or help, or anything I can check on. (Help me Harald, you're my only hope 😃 hehe)
Oh yeah - follow up question: When you kill the Knight in this demo, time slows down for a bit right after you land the killing blow. I noticed that while time is slowed down, the physics of the Chain Bones seems to update at a separate rate, causing it to look jerky. Not sure if its just how physics works when TimeScale is slower, or if its something specific to the Chain Bones?