Dynamic Bones: Difference between revisions
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{{WIP|Just bought the actual asset, tut soon.}} | {{WIP|Just bought the actual asset, tut soon.}} | ||
== Requirements == | ===Requirements=== | ||
* Unity Account | *Unity Account | ||
* [https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 Dynamic Bones ($20)] | *[https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 Dynamic Bones ($20)] | ||
Although pirated versions of DB are floating around, they will not be linked here. | Although pirated versions of DB are floating around, they will not be linked here. | ||
== tl;dr == | ==tl;dr== | ||
# Select the bone in the armature that is the base of your dynamic bone structure | #Select the bone in the armature that is the base of your dynamic bone structure | ||
#* Example: For my Eggman avatar, the mustache is attached to the head, so I use the head, although each bottom mustache bone would also work. | #*Example: For my Eggman avatar, the mustache is attached to the head, so I use the head, although each bottom mustache bone would also work. | ||
# Select Add Component | #Select Add Component | ||
# Select Dynamic Bone from list | #Select Dynamic Bone from list | ||
# Drag bone from scene into ''Root Node'' box | #Drag bone from scene into ''Root Node'' box | ||
# Tweak everything else to taste. | #Tweak everything else to taste. | ||
==Settings== | |||
===Dampening=== | |||
Dampening is how slow a bone will be while trying to get back to its original position. | |||
===Elasticity=== | |||
Elasticity is how much a force is applied to a bone to get it back to its original position. | |||
===Stiffness=== | |||
Stiffness is how much of your Dampening and Elasticity values are ignored. | |||
===Inert=== | |||
Inert is how much a bone will freely move will you '''transform''' (walking). | |||
===Curves=== | |||
curves is how a value you set is applied your entire chain of bones where y is the value you set multiplied by y, and x is what bone it is so 0 is your first bone and 5 is ur 4th bone | |||
ex: i have a downwards slope starting from 1 that reaches zero when x is 5 on dampening and the value i set on dampening is 0.5 | |||
starting from (0,1/top of the graph) the first bone will have 0.5 and as the graph continues, the middle bone will have half of 0.5 dampening applied to it you do not have to use graphs on everything but its a way of fine tuning | |||
===Gravity=== | |||
Exactly how it sounds, it can be set in any direction. | |||
===Force=== | |||
Similar to gravity, but it's a constant force in any direction. | |||
===Colliders=== | |||
Basically they are hitbox that pushes around dynamic bones | |||
Radius is how big the hitbox is | |||
the direction is what direction your pill hitbox will point | |||
'''the more colliders you have set the more calculations your pc has to go through to determine when the bone lands, and its always checking if its being hit regardless of how far the collider is''' |
Revision as of 23:15, 12 May 2021
Requirements
- Unity Account
- Dynamic Bones ($20)
Although pirated versions of DB are floating around, they will not be linked here.
tl;dr
- Select the bone in the armature that is the base of your dynamic bone structure
- Example: For my Eggman avatar, the mustache is attached to the head, so I use the head, although each bottom mustache bone would also work.
- Select Add Component
- Select Dynamic Bone from list
- Drag bone from scene into Root Node box
- Tweak everything else to taste.
Settings
Dampening
Dampening is how slow a bone will be while trying to get back to its original position.
Elasticity
Elasticity is how much a force is applied to a bone to get it back to its original position.
Stiffness
Stiffness is how much of your Dampening and Elasticity values are ignored.
Inert
Inert is how much a bone will freely move will you transform (walking).
Curves
curves is how a value you set is applied your entire chain of bones where y is the value you set multiplied by y, and x is what bone it is so 0 is your first bone and 5 is ur 4th bone
ex: i have a downwards slope starting from 1 that reaches zero when x is 5 on dampening and the value i set on dampening is 0.5
starting from (0,1/top of the graph) the first bone will have 0.5 and as the graph continues, the middle bone will have half of 0.5 dampening applied to it you do not have to use graphs on everything but its a way of fine tuning
Gravity
Exactly how it sounds, it can be set in any direction.
Force
Similar to gravity, but it's a constant force in any direction.
Colliders
Basically they are hitbox that pushes around dynamic bones
Radius is how big the hitbox is
the direction is what direction your pill hitbox will point
the more colliders you have set the more calculations your pc has to go through to determine when the bone lands, and its always checking if its being hit regardless of how far the collider is