Curve Editor
Curves let you vary parameters along a bone chain, such as from the roots to the tips of hair or from the waist to the hem of a skirt.
Reading the Curve
The X axis is the bone-length ratio from the RootBone (root 0 → tip 1), and the Y axis is a multiplier applied to the base value. The applied value at each position is base value × curve multiplier. X=1 is the endpoint of the longest path under the RootBone, including dummy bones; endpoints on shorter branches are below 1.
Enter a multiplier on the curve's Y axis, not the parameter's final value. The same rule applies to the examples below.
Examples
These examples use a chain with an endpoint at X=1.
The shape and effect diagrams are schematic. They do not show simulation results or motion range. Purple marks the root and green marks the tip; each point corresponds to the same position on the shape and curve.
Hair: Reduce the Return Force Toward the Tip
Stiffness controls how strongly a bone returns toward its input-pose shape relative to its parent bone. To preserve the shape near the root while reducing the return force toward the hair tip, lower the multiplier from root to tip. The RootBone itself follows the input pose.
For example, use root (0, 1.0) and tip (1, 0.1) keys. With a base value of 0.5, the calculation is 0.5 × 1.0 = 0.5 at the root key and 0.5 × 0.1 = 0.05 at the tip key. In the diagram, the dashed line and hollow hair tip show the input pose; the solid line shows the displaced hair. Actual motion also depends on damping, external forces, and other settings.
Skirt: Increase the Collision Radius Toward the Hem
Radius is the collision radius used for each bone. If you want a wider collision range against the legs near the hem than at the waist, increase the multiplier toward the hem.
For example, use waist (0, 1.0) and hem (1, 3.0) keys. With a base Radius of 5 cm, the radius is 5 cm at the waist and 15 cm at the hem. The blue circles show the collision range around the bones; the orange capsules show the leg colliders. This does not expand the skirt fabric itself.
Setting Up a Curve
- Select the KawaiiPhysics node in the AnimGraph.
- In the Details panel, expand the target curve under
Physics Settings | Curves(Stiffness Rate by Bone Length Ratefor the hair example orRadius Rate by Bone Length Ratefor the skirt example). - Add keys in the curve editor and edit their position (X) and multiplier (Y).
- Preview the motion, then adjust the base value and curve.
The graphs above use a straight line between the endpoint keys. Add keys or change interpolation to adjust the values between them.
Start by tuning the overall motion with a fixed value. Add a curve when you need different behavior at the root and tip.
Supported Parameters
These six parameters support curves. Their names below match the Details panel. All use the same bone-length ratio and multiplier model.
Damping Rate by Bone Length Rate— dampingStiffness Rate by Bone Length Rate— return toward the input-pose shapeWorld Damping Location Rate by Bone Length Rate— world location dampingWorld Damping Rotation Rate by Bone Length Rate— world rotation dampingRadius Rate by Bone Length Rate— collision radiusLimitAngle Rate by Bone Length Rate— angle limit
For details on the curve properties (DampingCurveData, etc.), see Physics Parameters.