VaM 1.x Speed vs distance issue

Threads regarding the original VaM 1.x

Toddy

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During hip/pelvic thrusting animations whether produced by timeline or Autothruster plugins I run into the same issue. Increasing speed reduces the stroke distance. The problem for me is that I wish to increase the speed while maintain stroke distance and not result in micro humping. Is this by design to prevent physic explosions? I tried difference motions curves but got the same result. While using vinput autothruster I was able to get the result I wanted by making incremental adjustments (cycle duration, distance in and out) with the plugin active. However, as soon as I ran the scene I got the micro humping.
 
What you're dealing with is damping. It's like a shock absorber on a car. The faster it tries to move, the more resistance there is to movement. One way to make it faster and go farther is to adjust the damping force. In a lot of animations where something like the hip is moving fast, if you select the hip, it looks like it's going crazy. The control node moves a lot more than the bone. If you can find the damping adjustment, that might help, but the figure might go out of control. Making the stroke longer than it needs to be is the other way, which is used a lot.
 
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Is this by design to prevent physic explosions?

Nope, it's how a physical animation system is expected to behave due to damping, springs and forces. The main and core factor to reduce that effect is pushing the value of "Hold Spring" (both position and rotation).
Just consider the controls like a rubber band. The lower the hold, the higher the bone moved by the control will lag behind it. When you do faster move, the motion is faster than the lag, hence why movements appear to be smaller that the "intention" from the control.

Push the Hold values in the physics tab for the controls you want.

Also, keep in mind that pushing hold values and damping/force values WILL lower the physical motion and shift the animation toward a more standard "manual animation"... this implies that your animations will have to be cleaner if you want them to be nice.
 
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