Difference between revisions of "Dynamic Bone Chain/ko"

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(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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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.
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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 체인 구성요소 component as seen in the Scene Inspector

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

Usage

Examples

Related Components