I was trying to set up physics based animations for my character rig last night, so that I could have my cloth bones react to motion to give the cloak collisions with other bones in addition to the parent bone collisions for cloth simulation. When I tested full physics simulation on my appropriate cloak parent bones with my walk & run animations, in the PHAT editor everything worked fine. However when I tried to activate Physics Based Animation for those same bones via the setup suggested in this article I did not see any simulation happening on those bones and their children, even if I set the Physics blend weight to 1.
It’s worth noting that I found a tutorial for this sort of thing, which discusses setting up Physical Animation Profiles, although I think it was performed in a different version, as the menu options shown in the video were not visible to me in 4.20. I was able to create a Physical Animation Profile, but all I could do was name and assign it, I couldn’t edit any of its properties. I checked the experimental category to make sure I wasn’t missing anything that needed to be activated. Finally, when I tested PIE with the Physical Animation Profile assigned to my bones, my editor crashed, and every time I tried to re-open it, it crashed without letting me access my file to disable that profile. This meant that I had to revert back to an earlier commit, where only half of my PHAT asset bodies were in place, and only about a quarter of the constraints were in place. Sadly I don’t have my editor debugging symbols installed, so I have nothing of substance in my crash log. I suppose I could try to recreate the crash after fixing my PHAT asset again and adding the debugging symbols, if that data would be of any help.
Am I missing something, or going about this wrong? Any help would be hugely appreciated.
Cheers!