VaM 1.x Virt-A-Mate Timeline speed increase smaller motion delay

Threads regarding the original VaM 1.x

BGHong7G

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Hi ! When I animate an object or joint with Timeline and increase the animation speed, the higher the speed, the smaller the motion amplitude becomes. There’s also a noticeable delay — the movement can’t keep up with the keyframes.

Has anyone else run into this? What’s the usual way to fix it in the community (Joint Drive Spring/Damper, Physics Rate, Timeline settings, etc.)?
 
Hi ! When I animate an object or joint with Timeline and increase the animation speed, the higher the speed, the smaller the motion amplitude becomes. There’s also a noticeable delay — the movement can’t keep up with the keyframes.

Has anyone else run into this? What’s the usual way to fix it in the community (Joint Drive Spring/Damper, Physics Rate, Timeline settings, etc.)?

This is due to the fact that VAM is not a keyframed motion system, it's a physically based motion system.

Since the joints are not moving at a 1:1 ratio compared to the control location, the fastest the anim gets, the "hardest" it becomes for the physics engine to keep up with the control location (due to the actual real physics computation including drag, friction and so on).

To compensate for that, you have to boost massively the position and rotation spring. And lower the position/rotation damper.
Doing that will make the nodes behave more like a keyframed motion system.

Note: doing that will make the joints motion stiffer as you are (as said above) more like a standard keyframe motion. You will need to create animations that are way cleaner on their curves to not feel unnatural.
 
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In scenes where the hip is animated to do some thrusting, you can select the hip control node and see it moving a LOT compared to the actual joints of the body. With a cycle time of around 1 sec, or a little less, animators will do this specifically to compensate for the physics of Vam. You have to learn how Vam works and compensate for that to get what you want. Trying or expecting it to do it the other way around will not work.
 
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