spring constraint using bullet

Im trying to achieve an effect like a spring constraint in 3dsmax (or jiggle in maya) with the integrated bullet engine. It seems like its working but not perfect, and i couldn`t really achieve much variations.
maybe someone want to test it out and improve it? could be really useful for riggers

springtest.blend (464 KB)

I played a bit more with the settings
I used lower gravity more mass, damping and hinge constraints on the empties instead of pistons like before (and changed the empties to the Z angle for the hinge limited rotation.

springtest2.blend (587 KB)

and other settings using generic constraints
springtest3.blend (665 KB)

Looks like its going to be really useful for my new character dread locks

I still need to try to attach it to an armature. it seems like it will be better to turn off the constraints, during animating and scrolling on the timeline, and then turn it on only when playing from frame 1 to run the simulation.

like it!
Food for thoughts!
could be helpfull for cloth/hair objects for rigging, without cloth/hair dynamics

creature antennas, shoe laces, chains.
it can save so much work from tedious animation on tight dead lines.

you could also add controls over it to have further control on your rig. still need to test it with a rig.

I wonder if it is possible somehow to achieve ‘preferred’ angles for objects. so you could preserve a certain shape (for example from a hair style) but give it just some slight overlapping motion. so in the end it would always go to its preferred shape and not just fall downwards

I would like to see a setup for antennas. I coudn’t figure a good way similar to what I could do in max with the spring that worked incredible for antennas. I think someone was working in a spring modifier but I am not doing rigging these months and don’t know if it did trunk already or not. But a spring is necessary in blender for antennas (and other upright objects with inertia movements).

With objects that hang, like dreadlocks, I tried a solution time ago with a softbody, perhaps you want to take a look: (just press the play button in the timeline) If I remember well, the plane has a softbody (vertex weight in the plane defines the fixed vertices) and the two cubes are emptys atached to the vertices of the plane. The bones (Ar03) are just following the emptys and would deform the dreadlock mesh. With three empties instead two only the movement would be much better yet.

Hey Bao2, looks good! I never tried softbodies, because i always thought that it is an uncontrollable solution. but in your test i can see now that you can still have empties controlling on top of the simulation.
This guy was working before on a spring constraint, which seemed to achieve some good results, but i don’t think it`s currently still in development.

for something like the antennas we need to find away to make the rigid bodies use a preferred angle instead of falling on the floor all the time. or just use the rigid bodies as a local influence, and not direct world influence over the bones that control the antennas.
I will try it when i get some time, or need it specifically (which happens often), unless someone else can already achieve some test results, which would be grate.

I asked in chat and the answer was to use softbodies with big stiffness to make it rigid. I will try and post here my antenna solution too.

My antenna test.

There are two objects: the only difference is the weight paint on the vertices. The softbody parameters in both are the same.
The softbody would drive bones that then would deform the mesh as in the other files. I was using testing with more polygons this time, but I think the ideal setup would be only with three or four polygons as in the former setup. Probably four would be the best.