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Dynamic Bones apply physics to a character's bones or joints.
With simple setup, your character's hair, clothes, chest or any part will move realistically.
1. Basic setup
- Prepare a properly set character model, both Mecanim and legacy rigs support it.
2. Select the GameObject to apply the dynamic bone to.
3. In the component menu, select Dynamic Bone -> Dynamic Bone.
4. In the inspector, select the root object.
5. Adjust the dynamic bone parameters (see detailed description in the following section).
You can add collider objects if needed:
- Select the game object that the collider will be attached to.
- From the Components menu, select Dynamic Bone -> Dynamic Bone Collider.
- Adjust the position and size of the collider.
- In the dynamic bone component, increase the size of the collider and add the corresponding object.
2. Component parameter description
1.Dynamic Bone
Root | The root of the transform hierarchy for applying physics. |
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Update Rate | Internal physics simulation rate in frames per second. |
UpdateMode | Normal: Normal update. AnimatePhysics: Updated during the physics loop to synchronize with the physics engine. UnscaledTime: Updates independently of Time.timeScale. |
Damping | How slow the bones are. |
Elasticity | How much force is applied to return each bone to its original orientation. |
Stiffness | How much the original orientation of the bones is preserved. |
Inert | In the physics simulation, the character's position changes are ignored. |
Radius | Each bone can be a sphere to collide with the collider. The radius describes the size of the sphere. |
Damping Distrib, Elasticity Distrib, Stiffness Distrib, Inert Distrib, Radius Distrib | How the parameter changes the hierarchy chain. Multiplies the curve value by the corresponding parameter. |
End Length | If the end length is not 0, an extra bone is generated at the end of the transformation hierarchy, the length multiplied by the distance of the last two bones. |
End Offset | If the end offset is not 0, an extra bone is generated at the end of the transformation hierarchy, offset in the character's local space. |
Gravity | In world space, the force acts on the bone. Part of the force applied to the character's initial pose is offset. |
Force | In world space, the force acts on the bone. |
Colliders | Colliders interact with bones. prevent cross collision |
Exclusions | Bones are excluded from physics simulations. |
Freeze Axis | Constrains bones to move on specified planes. |
Distant Disable, Reference Object, Distance To Object | Automatically disables physics simulation if the character moves away from the camera or player. If no object is referenced, the default main camera is used. |
function:
- public void SetWeight(float w);
Controls how physics blends with existing animation. - public void UpdateParameters();
Update parameters at runtime, call this function after modifying parameters.
2. Dynamic Bone Collider component property description
Hanging on objects that have the potential to collide in the scene
Center | The center of the sphere or capsule, within the object's local space. |
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Radius | The radius of the sphere or capsule that will be scaled by the transform. The larger the parameter, the smaller the chance of collision with the object |
Height | The height of the capsule, including both hemispheres, will be scaled by the transform. |
Direction | Axis for capsule height. |
Bound | Constrain bones to the outside or inside. |