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Mode - Point

The Point mode provides a versatile way to add dynamic, spring-like motion to individual objects.

It works by creating a simulated particle that follows your existing animation with spring constraints. The resulting motion is then transferred back to your animated object.

You can use this mode in the following ways:

  1. Animate your object directly, select it, and run the simulation to add secondary motion.
  2. Animate a parent object, then parent or constrain a second object to it. Select the second object and simulate it to create a lag or follow-through effect.

Screenshot

Rotation Spring

In addition to translation\position spring, Point mode also supports strings on rotations, though default properties disable it.

To enable rotation spring effect you need to lower Rotation Damping and Rotation Spring Strength.

Here's a video example:


Simulation Properties

The new Point simulation mode offers a range of properties to customize the spring and damping behavior of the simulated points.

Spring Forces

These properties control the strength of the spring forces that pull the simulated particle towards its target position and orientation. Target position and orientation are defined by your original animation.

Position Spring Strength

Controls the strength of position-based springs between particles.

Determines how strongly particles are pulled toward their target positions.

Examples: 0 (no spring force), 0.5 (medium spring), 1 (maximum spring force)

Rotation Spring Strength

Controls the strength of rotation-based springs between particles.

Determines how strongly particles rotate toward their target orientations.

Examples: 0 (no rotational alignment), 0.5 (partial alignment), 1 (perfect rotational alignment)

Damping

Damping properties control how quickly the spring oscillations settle down.

Linear Damping

Controls the amount of velocity reduction applied to particle movement.

Higher values reduce oscillation and create more settled positioning.

Examples: 0 (no damping, continuous oscillation), 0.1 (light damping), 0.5 (medium), 1 (heavy damping, minimal oscillation)

Rotation Damping

Controls the amount of damping applied to rotational movement.

Higher values reduce rotational oscillation and create more stable orientations.

Examples: 0 (no damping, continuous rotation), 0.1 (light damping), 0.5 (medium), 1 (heavy damping, minimal rotational oscillation)

Damping Mode

Selects the algorithm used for damping calculations.

  • Fixed - Damping remains constant regardless of particle velocity.
  • Linear - Damping increases proportionally with particle velocity.
  • Quadratic - Damping increases with the square of particle velocity, creating stronger resistance at high speeds.

Drag

The drag force simulates air resistance, slowing down the movement of the simulated particle.

Drag Force

Simulates air resistance affecting the particles.

Controls how much the surrounding medium slows down particle movement over time.

Higher values create the feeling of moving through a thicker medium, reducing overall motion.

Physical Properties

These properties define basic physical characteristics of the simulated particle.

Radius

Defines the effective radius of particles in the simulation.

Affects collision detection between particles and visualization size.

Examples: 0.1 (small), 0.45 (medium), 1 (large)

Connections

These properties allow you to create spring\distance connections (constraints) between simulated objects.

Connect Nodes

When enabled, particles within Connect Distance will be constrainted.

Creates a network of spring constraints between nearby particles, allowing forces to propagate throughout the system.

Connect Distance

Maximum distance for automatic connections between particles.

When Connect Nodes is enabled, particles within this distance of each other will form spring connections.

Larger values create more connections and a more interconnected system.

Connect Softness

Controls the softness or elasticity of connections between particles.

Lower values create stiffer, more rigid connections. Higher values create softer, more elastic connections.

Very small values (0.0001) create nearly rigid connections, while larger values allow more stretching.

Gravity

This property controls the influence of gravity on the simulated particle.

Gravity Strength

Controls the amount of gravity applied to particles.

Positive values pull downward, negative values push upward.

Examples: 0 (no gravity), 9.8 (Earth gravity), -9.8 (anti-gravity)

Tools

Tools section provides some extra tools for working with this simulation mode.

Colliders

Add any mesh object as a collider to the simulation. Simulated objects will collide with the provided mesh.

Collisions are calculated with the mesh directly, and it's shape is updated from Maya every frame. Which means that collisions support deformable objects, however it also means that higher density meshes will slow down the simulation.

To speed things up you can create low poly poly meshes to use as colliders. These can be skinned, deformed or shrinkWrapped to the original mesh if needed.

Pinned

Mark certain objects in the simulation as "Pinned", meaning that these will follow your original animation fully. You can use it to, for example, create hair skirt simulation - pin the first controls of the skirt, select all skirt controls, and run simulation with "Connect Nodes" checkbox on.