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Character customization with different bones

Discussion in 'General Discussion' started by krazycrystalstar, Apr 21, 2022.

  1. krazycrystalstar

    krazycrystalstar

    Joined:
    Jul 4, 2020
    Posts:
    1
    Hey guys. I am looking to make a character customization for my game. But i would like to have like hair a and b have different bones. Example a poney tail vs let down hair or besrd bones.

    Or even a cat tail vs a ninetail type of set up

    However i havent really found any good tutorial.
    Everything i see are for statics obj with no movement.

    Should i creat my player mesh with all the various bone and use wich one i need as i go or is there a way to only inclue certain bone (apart from deactivating from hirachie)
     
  2. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,573
    You can parent a skeletal mesh with bones to a bone used by another skeletal mesh.

    So make a skeletal mesh for a tail, and attach it to character's hip. And there you go, a tail. The attached object can have its own animation, can be physically driven, or procedurally animated.

    Actually this cis sorta demonstrated in this sims glitch here:


    When the dog transform, it continues wagging its tail, even though the target animation is made for a human and has no t ail bones. Why?
    It could be happenning that the tail has its own controller, and is not a part of the dog, but is simply attached to it.