Difference between revisions of "Dynamic Bone Chain"
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Dynamic Bone Chain is a component that allows you to add [https://en.wikipedia.org/wiki/Rigid_body rigidbody] physics to the bones of a rigged model or avatar. Bones with rigidbody physics are called dynamic bones; this name is derived from a [https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 Unity asset] that offers similar functionality. | Dynamic Bone Chain is a component that allows you to add [https://en.wikipedia.org/wiki/Rigid_body rigidbody] physics to the bones of a rigged model or avatar. Bones with rigidbody physics are called dynamic bones; this name is derived from a [https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 Unity asset] that offers similar functionality. | ||
− | To add dynamic bones to a model, navigate through the model's armature in the Inspector until you locate the bone you want to use as the "root" or "master" bone. Then, attach the Dynamic Bone Chain component, and click Setup From Children. | + | To add dynamic bones to a model, navigate through the model's armature in the Inspector until you locate the bone you want to use as the "root" or "master" bone. Then, attach the Dynamic Bone Chain component, and click Setup From Children. This will add the root bone and all its children to the dynamic bone chain. |
The Dynamic Bone Chain component contains various properties for adjusting the physical behavior of the bone chain. The most important properties in the component are Inertia, InertiaForce, Damping, Elasticity, and Stiffness. The descriptions of each are listed below: | The Dynamic Bone Chain component contains various properties for adjusting the physical behavior of the bone chain. The most important properties in the component are Inertia, InertiaForce, Damping, Elasticity, and Stiffness. The descriptions of each are listed below: |
Revision as of 06:09, 11 March 2021
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Dynamic Bone Chain is a component that allows you to add rigidbody physics to the bones of a rigged model or avatar. Bones with rigidbody physics are called dynamic bones; this name is derived from a Unity asset that offers similar functionality.
To add dynamic bones to a model, navigate through the model's armature in the Inspector until you locate the bone you want to use as the "root" or "master" bone. Then, attach the Dynamic Bone Chain component, and click Setup From Children. This will add the root bone and all its children to the dynamic bone chain.
The Dynamic Bone Chain component contains various properties for adjusting the physical behavior of the bone chain. The most important properties in the component are Inertia, InertiaForce, Damping, Elasticity, and Stiffness. The descriptions of each are listed below:
Fields
Fields | ||
---|---|---|
Name | Type | Description |
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated |
Enabled
|
Bool | Controls whether or not this component is enabled |
Inertia
|
Float | Controls the amount of inertia a bone experiences. Does not affect acceleration of bones. |
InertiaForce
|
Float | Controls the amount of inertia a bone experiences. Does affect acceleration of bones. |
Damping
|
Float | Controls the amount of damping a bone experiences. A high damping value will cause bones to decelerate quickly. |
Elasticity
|
Float | Controls the elasticity of bone joints. A high elasticity value will cause bones to accelerate toward their starting rotation more quickly. |
Stiffness
|
Float | Controls the stiffness of bone joints. |
SimulateTerminalBones
|
Bool | |
BaseBoneRadius
|
Float | |
DynamicPlayerCollision
|
Bool | |
CollideWithOwnBody
|
Bool | |
HandCollisionVibration
|
VibratePreset | |
CollideWithHead
|
Bool | |
CollideWithBody
|
Bool | |
CollideWithLeftHand
|
Bool | |
CollideWithRightHand
|
Bool | |
Gravity
|
Float3 | |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
UseUserGravityDirection
|
Bool | |
LocalForce
|
Float3 | |
GlobalStretch
|
Float | |
MaxStretchRatio
|
Float | |
CurrentStretchRatio
|
Float | |
StretchRestoreSpeed
|
Float | |
UseLocalUserSpace
|
SyncRefList<IDynamicBoneCollider> | |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
StaticColliders
|
SyncRefList`1 | |
VisualizeColliders
|
Bool | |
VisualizeBones
|
Bool | |
IsGrabbable
|
Bool | |
ActiveUserRootOnly
|
Bool | |
AllowSteal
|
Bool | |
GrabPriority
|
Int | |
IgnoreGrabOnFirstBone
|
Bool | |
GrabRadiusTolerance
|
Float | |
GrabReleaseDistance
|
Float | |
GrabSlipping
|
Bool | |
GrabTerminalBones
|
Bool | |
GrabVibration
|
VibratePreset | |
IgnoreOwnLeftHand
|
Bool | |
IgnoreOwnRightHand
|
Bool | |
EffectorTarget
|
SyncList<Bone> | |
EffectorBoneIndex
|
Int | |
EffectorBoneOffset
|
Float3 | |
_activeGrabber
|
Grabber | |
Bones
|
SyncList`1 |