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Dynamic Bone - Realistic swaying ponytail and bouncing boobs

Discussion in 'Assets and Asset Store' started by HorngYuiWei, May 11, 2014.

  1. Will-Hong

    Will-Hong

    Joined:
    Apr 17, 2014
    Posts:
    27
    You can try this:
    1. open project setting
    2. select script execution order
    3. add dynamic bone
    4. move dynamic bone above default time.
     
  2. james_work

    james_work

    Joined:
    Oct 2, 2020
    Posts:
    10
    We have been using your Dynamic Bone plugin in our projects and are overall pleased with how it works.
    However, we are having some performance issues on lower-spec devices, and were wondering if it's possible to perform the physics calculations to a different thread, or perhaps optimize it by making use of the burst compiler and/or ECS.

    If it's not currently possible to do so, we would like to attempt to implement this ourselves - so if you have any pointers, or any suggestions etc. please let me know.

    Kind regards,
    James
     
  3. Will-Hong

    Will-Hong

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    Apr 17, 2014
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    Dynamic Bone already use threads to do some of the simulation.
    DOTS not used now.
     
  4. james_work

    james_work

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    Oct 2, 2020
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    Thank you for confirming. We have upgraded to the latest version and can confirm that performance has improved.
     
  5. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    has any one tried to set up dynamic bone on iclone 4 characters yet ?
    (don't have time to read 11 pages of post right now lol)

    some of the settings don't seem to do much, I don't notice any difference when changing any of the disrupt perimeters
     
  6. Will-Hong

    Will-Hong

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    iclone4 characters should be ok.
    what parameters you change?
     
  7. CRISTALSONIC

    CRISTALSONIC

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    Sep 22, 2016
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    136
    its good now
     
  8. RamonLion

    RamonLion

    Joined:
    Jul 19, 2012
    Posts:
    9
    Hello!

    I wanted to know if Dynamic Bone works on Sprite Skeleton Rigs.
    It doesn't appear to do anything or respond at all, so I feel I'm out of luck.

    Tried setting up execution order and stuff but the bones do nothing. Animator is disabled, No IK active. Still the bones do nothing.

    Frustrating because they are just transforms...
     
  9. Will-Hong

    Will-Hong

    Joined:
    Apr 17, 2014
    Posts:
    27
    Hi,
    Select Edit->Project Settings->Script Execution Order.
    Add Dynamic Bone and move it before "Default Time".
    If it still not work. Please send a test Unity project to willhongcom@gmail.com
     
  10. smash-ter

    smash-ter

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    Sep 6, 2020
    Posts:
    17
    would this be a consideration for an update sometime in the future?
     
  11. Kst001

    Kst001

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    Sep 14, 2021
    Posts:
    14
    Hello. Is it possible to use Dynamic Bone to make skirt movement look realistic?
     
  12. Will-Hong

    Will-Hong

    Joined:
    Apr 17, 2014
    Posts:
    27
    Yes,
    you need to add bones to skirt meshes.
    but collisions with legs are hard to handle well.
     
  13. Lunarthewolf

    Lunarthewolf

    Joined:
    Feb 10, 2019
    Posts:
    10
    Hi, I'm using Dynamic Bone for my character's scarf. It behaves as expected most of the time, but for some reason, certain animations cause it to seemingly ignore the -0.1 gravity I'm applying in settings. It's the same settings in both cases, so I'm not sure why this is happening.
     

    Attached Files:

  14. Will-Hong

    Will-Hong

    Joined:
    Apr 17, 2014
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    You can try use "Force" instead of "Gravity".
    Because gravity apply to character's initial pose is cancelled out.
     
  15. Lunarthewolf

    Lunarthewolf

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    Feb 10, 2019
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    This seems to have fixed it, thanks!
     
  16. Parapin

    Parapin

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    Mar 31, 2017
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    hi, i want to ask how i can completely ignore, on some bones the velocity force, i think is that the name, and let it only react on the in place walking animation even when the character is moving. and maybe let it work again after a velocity threshold...
     
  17. Will-Hong

    Will-Hong

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    You can try increase "Inert" parameter.
     
  18. Parapin

    Parapin

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    mmm no, tried it... no the inert parameter is not really working, the in place walking animation and when it moves is clearly different...
     
    Last edited: Sep 11, 2023
  19. Will-Hong

    Will-Hong

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    Please send a test Unity project to willhongcom@gmail.com
    I'll look at it.
     
    Last edited: Sep 15, 2023
    Parapin likes this.
  20. Parapin

    Parapin

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    Mar 31, 2017
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    i sended you an unity scene, some day ago. thank
     
  21. AustinDrozin

    AustinDrozin

    Joined:
    Jun 8, 2016
    Posts:
    32
    Hi so this plugin is great! One problem I'm facing though is that I can't seem to have the script rotate one of the joints. It's only moving it's position value, not the rotation. Is that meant to be the case? I have a neck joint that should rotate so the head whips back and forth, but it's just moving the position. Rotation isn't changing at all.
     
  22. Will-Hong

    Will-Hong

    Joined:
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    If the joint has more than one children, It will only move without rotate.
    You can try add some of the children to "Exclusions" list, leave only one child of neck joint.
    Neck joint should rotate as expected.
     
  23. AustinDrozin

    AustinDrozin

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    Jun 8, 2016
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    Oh interesting. So what do you recommend I do if my joint setup is like this:
    upload_2023-10-17_16-54-42.png
     
  24. Will-Hong

    Will-Hong

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    You can try add all nodes except "Head" to "Exclusions" list.
     
  25. AustinDrozin

    AustinDrozin

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    If I do that then those other excluded meshes don't move with the head. So the face clips through the head mesh, etc
     
  26. Will-Hong

    Will-Hong

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    Please send a test unity project to willhongcom@gmail.com.
    I'll found out is there any solution.