I scripted the countdown timer. I scripted a few additional things so it would adjust to FPS settings.
When creating animatinos with many physics events occuring, I disable the physics to free up resources during animation. In this case I did not have to do much. There was a boolean enable flag that I could toggle. context.screen.scene.rigidbody_world.enabled to 0
I used python to check the distance between the IK target and the root of the leg. Depending on the distance, I slide the the secondary IK chain along the upper leg. As a result, the animated leg looks like the joint is spring loaded. Which was the effect I was aiming to acheive.
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