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VaM 1.x Changing the "Hold Position Spring" for any node on a mocap scene does nothing.

Threads regarding the original VaM 1.x

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A long time ago I was told to edit the physics of the character that I wanted more movement out of. I was told to edit the "Hold Position Spring" and "Hold Rotation Spring" to follow the nodes more closely, and for a great length of time that worked. Another trick that seemed to work was tying both left and right thigh controllers to the hip controller via "Parent Link" and then editing the "Hold Position Spring" on each.

However, this no longer seems to work anymore, especially with mocap scenes. Ispinox, KittyMocap, PrimeMocap, and many other creators' scenes are not affected by changing the physics values of the individual character atoms anymore. Is there a fix for this or am I overlooking something super obvious?

I have already tried offsetting the timeline via "Offset" and "Move Relative to Root" functions but both only change the starting position and does not change any other keyframe.

Is there anything that I can do to get more movement out of these mocap character atoms?
 
So, the value can be changed anywhere from 2000 to 3000-10000 and all it will do is move the body part, but it won't cause it to follow the original node. What I mean is that it follows the mocap but at its new position as if it was offset rather than being forced to follow it more forcefully. So instead of it looking like you put the weight of the specific animation to 1.5, let's say hipcontrol for this argument, it just moves the body and then follows the original path from where it was moved to. I don't know if that makes any sense. Usually when you increase the hold position spring, it's as if you're making the weight of the animation higher, but not in this case.

To answer your question: After increasing the hold position spring values of ***every*** joint affected by timeline, even increasing it up to 100 000, it just moves the atom, but doesn't change the actual animation to be more forceful or increase it's movement in any way when played.
 
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It was always the case for animated nodes.

What you're thinking of applies more to cycle forces. On actual animations (timeline) it will result exactly as you say, offsetting/forcing more the "position" of the node.
 
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