Soft body parented on bone. frame lag issue

hi all,

i have a number of soft body parented to a rigged character (bone)
(low-poly soft body attached to bone. used to mesh-deforn high-poly character)

all simulation behaves ideal both in baked or real time playback mode.
(of course movement cannot be too sudden/ fast)

however when i start to animate the character,
there is a 1 frame “lag” with the soft body during bigger movements.
i mean the playback looks okay,
but when viewed frame by frame,
the soft body is 1 frame “late”, trying to “catch up” to the moving rig.

Ive tried tweaking Solver Step size,
Rendering -> Steps Per Second
for high values… nothing seems to work.

please help me solve this its so close to complete…
soft body is really limited if cannot used for animation.

thank you very much

It sounds like you have a dependency cycle. Your soft bodies depend on your armature. Is there some way that your armature might depend on your physics?

Check for dependency cycles (loops) by opening a console view and reloading the file.

hey Bandages, thanks for the frequent help.

the dependency cycle is a really good insight,
its a complicated scene with multiple characters, NLA strips,
multiple constrains animating different parts etc.
so things couldve been inter-affecting each other its totally possible.

so far i’ve tried baking the controllers (keys) of that rig, but still behaves the same,
constraints can be ruled out i guess…
i don’t see physical simulations on my rigs at the moment,
cos the animation is 100% keyframe animation,
however i need the convenient soft body for secondary swings and jiggles etc.

what is the best way to attach the soft body to rigs anyway?
is alt-p parent better than constrains or? how about parent object vs. parent to bone?

if anyone thinks of other possibilities please let me know…
thanks again and have a good day :smiley:

I like to use dynamically bound mesh deformers, bone-parented to the predominant bone of the verts they affect. Can also do it by giving the physics mesh armature modifiers using the same armature (and probably parenting them to the armature) with regular, non-dynamic binds (with vertex group limited armature, mesh deform on the deformee, need to make that clear). Have to be careful about evaluation space with regular binds-- doesn’t work right when the deformer has a different rotation than the deformee.

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If it s not to complicated soft stuffs, you could add extra bones and use the excellent wiggle bone addon.

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hey skuax thanks for the nice addon,
i need the gravity to be in effect however , thank you still kindly sir.