i got lazy so instead of animating some randomness to the amount of push the thrusting loop has i add a limit location constraint and keyframe it with a random noise generation. It actually worked.
I was not expecting this to work but damn. Volume and pitch adjusted by the rotation of a bone tracked to a simulation that is parented to the moving cube.
Using mocap creates a massive issue for hair simulations. Using different mocapped animations together means that your character moves poses to something completely different within 1 frame so i could either add 50 frame gaps to transfer between the poses or use 2 different hairs
@AnotherHumdrum
its for both and 2 other reasons. I switched to using geo-scatter which basically with one click creates biomes of grass so instead of doing multiple particle systems by hand i just use that. Not only is it simpler it actually has a more complex spawning mechanism.
i dont know why i never thought about this before but my fluid sims create these balls when the fluid moves too fast. So to fix those holes i just make the inflow model longer instead of just being a ball
@AnotherHumdrum
Yeah atleast for this sort of a scene i use procedual motion to add movement so small that its pointless or too time consuming to animate by hand. Its really only useful for poses you tend to keep on the video for a while. Short poses i usually just do by hand.