I have a skeletal mesh with long chains of bones with constraints (think anime style ponytails). Spent time tweaking constraints so that there is no jitter and instability (very hard). And verified that animations play fine in the editor (simulate / current viewport).
But.
When I render a movie in sequencer - for some reason everything goes haywire. Lots of trembling and shaking. Try as I might, no amount of damping or increasing the solver iterations helps
Here is an example: ćMMD Ć Unreal Engineć Perfume - Global Site ProjectćTda Append Mikuć - YouTube
Any tips would be welcome. If I were to attempt tweaking any parameters in the project-level / engine settings (say physics) any suggestions ?
Another thought is - is there some difference in the way post-processing is handled when rendering a sequencer / cinematic that could explain why this happens. As you can see in the video I am experimenting in the āStylized Renderingā demo.
FWIW I noticed a big difference in the physics constraints behavior between the last 3 versions of the engine. I did not have this problem when rendering cinematics earlier