Difference between revisions of "Dynamic Bone Chain/ko"
(Created page with "{{stub}} {{Infobox Component |Image=DynamicBoneChainComponent.png |Name=다이나믹 본 체인 구성요소 }}") |
(Created page with "다이나믹 본 체인은 리깅된 모델이나 아바타에 한해, 본에 '''[https://en.wikipedia.org/wiki/Rigid_body 리지드바디]''' 물리학을 추가하는 구성...") |
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− | + | 다이나믹 본 체인은 리깅된 모델이나 아바타에 한해, 본에 '''[https://en.wikipedia.org/wiki/Rigid_body 리지드바디]''' 물리학을 추가하는 구성요소 입니다. 본에 리지드바디 물리학이 적용된 것을 다이나믹 본 이라고 합니다. 이 이름은 유사한 기능을 제공하는 '''[https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 유니티 에셋]'''에서 따왔습니다. | |
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. | 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. |
Revision as of 01:44, 26 April 2021
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다이나믹 본 체인은 리깅된 모델이나 아바타에 한해, 본에 리지드바디 물리학을 추가하는 구성요소 입니다. 본에 리지드바디 물리학이 적용된 것을 다이나믹 본 이라고 합니다. 이 이름은 유사한 기능을 제공하는 유니티 에셋에서 따왔습니다.
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 |