161 lines
5.5 KiB
Plaintext
161 lines
5.5 KiB
Plaintext
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Dynamic Bone apply physics to character's bones or joints.
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With simple setup, your character's hair, cloth, breasts or any part will move realistically.
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Open Assets/DynamicBone/Demo/Demo1 to see how it works.
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If you have any questions or suggestions, please contact willhongcom@gmail.com.
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-------------------------------------------------------------------------
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Basic setup:
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1. Prepare a properly setup character, both Mecanim and legacy rigs are supported.
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2. Select the game object you want to apply Dynamic Bone.
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3. In the component menu, select Dynamic Bone -> Dynamic Bone.
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4. In the inspector, select root object.
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5. Adjust dynamic bone parameters (see detail descriptions in the following section).
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You can add collider objects if required:
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1. Select game object the collider will attached.
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2. In the component menu, select Dynamic Bone -> Dynamic Bone Collider.
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3. Adjust position and size of the collider.
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4. In Dynamic Bone component, increase size of colliders and append corresponding object.
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-------------------------------------------------------------------------
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Dynamic Bone component description:
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- Root
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The root of the transform hierarchy to apply physics.
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- Roots
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Multiple roots are allowed. They all share the same parameters.
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- Update Rate
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Internal physics simulation rate, measures in frames per seconds.
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- Update Mode
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Normal: Update physics in fixed timestamp as specified rate.
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AnimatePhysics: Updates during the physic loop in order to synchronized with the physics engine.
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UnscaledTime: Updates independently of Time.timeScale.
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Default: Update physics every frame instead of specified rate, recommended.
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- Damping
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How much the bones slowed down.
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- Elasticity
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How much the force applied to return each bone to original orientation.
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- Stiffness
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How much bone's original orientation are preserved.
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- Inert
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How much character's position change is ignored in physics simulation.
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- Friction
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How much the bones slowed down when collide.
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- Radius
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Each bone can be a sphere to collide with colliders. Radius describe sphere's size.
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- Damping Distrib, Elasticity Distrib, Stiffness Distrib, Inert Distrib, Radius Distrib
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How parameters change over hierarchy chain. Curve values are multiplied to corresponding parameters.
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- End Length
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If End Length is not zero, an extra bone is generated at the end of transform hierarchy,
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length is multiplied by last two bone's distance.
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- End Offset
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If End Offset is not zero, an extra bone is generated at the end of transform hierarchy,
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offset is in character's local space.
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- Gravity
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The force apply to bones, in world space. Partial force apply to character's initial pose is cancelled out.
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- Force
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The force apply to bones, in world space.
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- Blend Weight
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Control how physics blends with existing animation.
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- Colliders
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Collider objects interact with the bones.
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- Exclusions
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Bones exclude from physics simulation.
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- Freeze Axis
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Constrain bones to move on specified plane.
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- Distant Disable, Reference Object, Distance To Object
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Disable physics simulation automatically if character is far from camera or player.
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If there is no reference object, default main camera is used.
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Dynamic Bone Collider component description:
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- Center
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The center of the sphere or capsule, in the object's local space.
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- Radius
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The radius of the sphere or capsule, will be scaled by the transform's scale.
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- Height
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The height of the capsule, including two half-spheres, will be scaled by the transform's scale.
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- Radius 2
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The other radius of the capsule. 0 means same as Radius.
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- Direction
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The axis of the capsule's height.
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- Bound
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Constrain bones to outside bound or inside bound.
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-------------------------------------------------------------------------
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Dynamic Bone script reference:
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- public void SetWeight(float w);
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Control how physics blend with existing animation.
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- public void UpdateParameters();
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Update parameters at runtime, call this funtion after modifing parameters.
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- public bool m_Multithread
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Enable/disable multithread to improve physics simulation performace. Default is true.
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-------------------------------------------------------------------------
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Version History
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1.0.1 Initial release.
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1.0.2 Improve inspector UI.
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1.0.3 Fix inert unstable when enabled / disabled.
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1.1.0 Use curve to setup parameters over hierarchy chain.
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Collider can configured to constrain bones inside bound.
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1.1.1 Add exclusion setting.
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1.1.2 Deal with negative scale problem.
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1.1.3 Fix bug with bones contain scale.
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1.1.4 Add freeze axis.
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Fix bug when added via script.
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1.1.5 Add distant disable.
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Reduce GC alloc.
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1.1.6 Fix capsule collider bug.
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1.1.7 Unity 5 support.
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1.1.8 Fix problems caused by negative scale.
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1.1.9 Improve detecting negative scale.
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Fix bug if collider is set as inside.
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Add UpdateMode setting.
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1.1.10 Fix problems caused by negative scale after Unity 5.4.
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1.2.0 Add tool tips.
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Add plane collider.
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Add function to update parameters at runtime.
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1.2.1 Add friction parameter.
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Update UNITY_5 to compatible with newer version.
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1.2.2 Add "Default" update mode, fix some jitter issue.
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1.3.0 Add "Roots" parameter to setup multiple root transforms.
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Add "Blend Weight" parameter to control how physics blends with existing animation.
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Collider add enable/disable check box.
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Collider add "Radius 2" to setup capsules of two radii.
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Use multithread to improve physics simulation performance.
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Parameters can be animated with Unity animation system.
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1.3.1 Fix "Gravity" bug in version 1.3.0
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1.3.2 Disable multithread in WebGL build.
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