Advanced Features
Physics Constraints and Inertial Motion
Add physics to a target bone and understand inertia, strength, damping, mass, gravity, and wind.
After this article
Create controlled inertial motion and tune it in small steps without losing stability.
Create physics on a suitable bone
- 1
Select a target bone or continuous chain
Choose a bone that should follow with inertia. For the exercise, avoid a part that is essential to the character's stable stance; a bone cannot have duplicate physics constraints.
- 2
Add a physics constraint
Use Physics Constraint in Add Relation or the PHY canvas tool. With a continuous selection, the editor creates constraints for eligible bones.
Expected resultThe inspector shows the target bone and physics parameters, with simulation enabled by default.
Physics belongs to the target bone; verify the target before tuning. - 3
Create a comparison
Play a default animation before increasing the physics influence. Disable simulation for comparison when needed, but never change several parameters at once.
Expected resultYou can distinguish the original keyframed motion from the added physics.
Tune from observed results
| Parameter | What it feels like | How to approach it |
|---|---|---|
| Mix | How strongly physics affects the final pose | Start with a small influence rather than overriding the keys |
| Inertia | The follow-through response to changes in motion | Observe before adjusting; too much can delay and overshoot |
| Strength | The force returning toward the target state | Tune together with damping rather than maximizing alone |
| Damping | How quickly oscillation decays | Increase moderately if swaying continues too long |
| Mass | The heaviness of the motion response | Changes overall response, not the image's visual weight |
| Gravity / wind | Continuous external influence | Confirm the coordinate direction and add a small amount |
| Limit | Allowed motion range | Prevents abnormal overshoot but does not replace sensible tuning |
- 1
Refine with numeric fields
Sliders commit on release; numeric fields commit on Enter or blur. Play the same animation segment after every change.
Expected resultMotion settles without persistent jitter or sudden folding.
Change one parameter at a time and compare the same segment. - 2
Inspect translate, rotate, shear, and scale channels
Enable only the channels needed for the intended effect and keep unrelated channels at zero.
Expected resultPhysics affects only the planned motion dimensions.
Playback and delivery verification
- Check stability in idle and follow-through and damping in walk / run.
- Inspect the target bone's images, children, and other constraints for conflicts with manual keys.
- Check for unwanted continued motion at loop endpoints and the death final pose.
- Verify by reimporting or using the target Spine runtime. Different versions can express physics and IK differently, so editor preview alone is insufficient.