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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. Anpu23

    Anpu23

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    Just downloaded dynamic bone, and have been playing with it a little. My problem is with inverted models, such as a trapeze artist etc. Am I missing something, upright she's great, looks great and functions well. But the moment gravity is from another direction then expected motion goes straight out of the window.
     
  2. HorngYuiWei

    HorngYuiWei

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    Hi,
    you can try to increase "inert" parameter.
     
  3. Anpu23

    Anpu23

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    Thank you, that seemed to work well. When I am done with this build I'll send you the link as you might appreciate it from a designers perspective
     
    HorngYuiWei likes this.
  4. PixelPounder

    PixelPounder

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    I see this is part of the Black Friday sale... and I'm interested in it but I see no videos of cloth or hair. You mentioned a few years back you were going to do it. Can you post some examples via video? Thanks.
     
  5. HorngYuiWei

    HorngYuiWei

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    Hi,
    dynamic bone apply physics to bones.
    Clothes and hair also needs bones to work with it.
    You can search dynamic bone in youtube. there are a lot of samples.
     
  6. PixelPounder

    PixelPounder

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    Right, there are videos of that... but not specifically of your asset doing that. How someone used a different technique isn't relevant to your asset.
     
  7. HorngYuiWei

    HorngYuiWei

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    VRChat Tutorial - Dynamic Bone: Hair, breast, cloth, tail physics
     
  8. thegrailvr

    thegrailvr

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    I have an urgent question for Dynamic Bones, is this thread still maintained?
     
  9. HorngYuiWei

    HorngYuiWei

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    Yes
     
    ChristopherKerr likes this.
  10. optimise

    optimise

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    @HorngYuiWei, do u have any plan to convert current code to ECS, Job System and Burst to make it super high performance?
     
  11. HorngYuiWei

    HorngYuiWei

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    Hi,
    It's possible. but there may be a lot of change and not backward compatible with current version.
     
  12. optimise

    optimise

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    I see. You may need to do something like what DOTween author does that has a setup button to add/remove code dynamically based on Unity version.
     
  13. Eldurin

    Eldurin

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    Dec 10, 2017
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    Dynamic Bone scripts do not appear to work in Unity 2018.3.0f2. Is there a workaround?

    EDIT: Something may be corrupted or incompatible with my install. I just started another new project and the scripts seem fine now.
     
    HorngYuiWei likes this.
  14. All4thlulz

    All4thlulz

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    If the ECS/jobs version proves more performant in VR usage the update would be greatly appreciated even if it becomes more complicated to setup. While the performance would still be important for desktop gaming, any performance improvement would benefit VR usage as using dynamic bones in a VR game can quickly become very cpu intensive when run on just a few separate objects.
     
    HorngYuiWei likes this.
  15. ChillyMcChill

    ChillyMcChill

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    Nov 17, 2016
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    What do I need to use to interact with dynamic bones using VR controllers? I tried adding "Dynamic Bone Collider" to the controllers but that doesn't seem to work.

    Thanks
     
  16. HorngYuiWei

    HorngYuiWei

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    Hi,
    try add them to "Colliders" list of dynamic bone you want to interact
     
    ChillyMcChill likes this.
  17. ChillyMcChill

    ChillyMcChill

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    That worked! Thank you :>
     
  18. Vect0rius

    Vect0rius

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    Hi! I purchased your plugin, nice work!

    I do have a request, if possible - fine control over the dynamic bone rotation limits. This would be golden for a game like VR Chat. There, the recommended number of colliders is less than 4, with 0 considered optimum, according to their best use guidelines. Custom scripts aren't allowed, so I can't modify the script or complement it with something else.

    An example would be having a dynamic bone that does not rotate past -10 deg. on the X axis, but can rotate to +75 deg. in the opposite direction. A case for this would be a character's hair, where you have bangs and sidelocks that you don't want to move in one direction so it does not clip into the head, but its free to move in the other directions.
     
    Last edited: Jan 19, 2019
  19. HorngYuiWei

    HorngYuiWei

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    "Stiffness" is used to control rotation limits. but it can not fine tune as you said.
    I'll consider the possibility in future version.
     
  20. teighshiclbw

    teighshiclbw

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    When FPS sudden dropped, hair will also suddenly shake?

    Character move right automaticlly.
    Black text at right is FPS.

    Even FPS is stable at 60 fps, hair will still shake, but not that obviously.
    If I click title bar of Unity, Unity will pause for a moment, which make fps sudden drop, and cause hair shake pretty much.
    Character in a big scene(multi objects) is more likely seeing this hair issue than empty scene.
    If scene has multi characters, all characters's hair will shake at the same time.
    So I believe frame sudden drop cause this.

    Any idea about this?
     
    zhengqingzhong likes this.
  21. HorngYuiWei

    HorngYuiWei

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    Dynamic bone work best with stable framerate.
    you can try increase "Inert" to reduce the problem.
     
  22. teighshiclbw

    teighshiclbw

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    Increase "Inert" will also reduce effect of DynamicBone.
    If I set "Inert" to 1, DynamicBone doesn't work at all.
    If I set "Inert" to 0.9, DynamicBone barely work, but if frame drop happen, DynamicBone still shake.

    Is there any other way to solve this problem?
     
  23. FS9606

    FS9606

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    I cannot find an attachment point for the hair in the standard female model.
     
  24. HorngYuiWei

    HorngYuiWei

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    you may need to add bones in other tools before using dynamic bone to animate it.
     
  25. josoka

    josoka

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    HI, is there any way to switch on/off this dynamic bone script globally?
     
  26. HorngYuiWei

    HorngYuiWei

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    No in current version.
     
    josoka likes this.
  27. ikazrima

    ikazrima

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    Feb 11, 2014
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    Is there a way to punch a force? If I apply a force to an axis, the value just stays there and I couldn't get any spring/bounciness.

    My current way is using dotween to punch/lerp the force values over time to simulate the bounce.
     
  28. HorngYuiWei

    HorngYuiWei

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    Hi,
    dynamic bone do not change force value.
    your way is ok.
     
  29. V--R

    V--R

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    Hello, I'm utilizing dynamic bones in a simple mobile app I'm working on and I'm noticing that on mobile the dynamic bones seem to clip more easily, or more so it's like it's not checking for colliders as accurately/as much as it would on the computer. Is there a way to fix this?
     
  30. j-bomb

    j-bomb

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    Is it possible to have Dynamic Bone isolate physics only to animationclip, so when I move my player character and rigid body the velocity force doesn't affect them? Dynamic bone looks graceful when I play it in the animation clip, but physics adds too much movement. I have tried increasing inert but it makes my objects very stiff in motion.
     
  31. HorngYuiWei

    HorngYuiWei

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    Hi,
    increase inert can ignore gameobject's movement in dymamic bone's physics simulation.
    I don't understand why "it makes my objects very stiff in motion".
     
  32. j-bomb

    j-bomb

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    I sent you an email with footage of the issue I'm having for more clarity.
     
  33. sacb0y

    sacb0y

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    is it possible to pause dynamic bone globally for when a character teleports?
     
  34. HorngYuiWei

    HorngYuiWei

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    Hi,
    there is no way to pause. But you can disable and enable after teleport.
     
  35. HorngYuiWei

    HorngYuiWei

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    Hi
    your can use script function SetWeight() to control how much dynamic bone's physics blend with existing animation.
     
  36. Lawina

    Lawina

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    Feb 28, 2019
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    Does this work with Unity 2019.1?
     
  37. HorngYuiWei

    HorngYuiWei

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    Yes
     
    Lawina likes this.
  38. Brady

    Brady

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    Does this work with the LWRP?
     
  39. HorngYuiWei

    HorngYuiWei

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    Hi,
    Dynamic Bone only modify GameObject's transform.
    It works well with LWRP.
     
  40. Aismudi

    Aismudi

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    Sep 14, 2017
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    hello,my Model use Dynamic Bone and finalik,the Dynamic Bone count can not move follow the ik. What is the problem? How to reslove it?
     

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  41. HorngYuiWei

    HorngYuiWei

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    Dynamic Bone should work well with Final IK.
    Use Unity's "Edit->Project Settings->Script Execution Order" functionality.
    Add both Dynamic Bone and Final IK scripts to the Mono Manager dialog.
    Let Dynamic Bone execute after Final IK.
     
    Sheng-Deng, XCO and AbandonedCart like this.
  42. DMI84

    DMI84

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    Jun 5, 2016
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    i have many animation use IK (Inverse kinematic) unit is move but dynamic bone not working. With standart move all fine.
     
  43. HorngYuiWei

    HorngYuiWei

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    Use Unity's "Edit->Project Settings->Script Execution Order" functionality.
    Add both Dynamic Bone and IK scripts to the Mono Manager dialog.
    Let Dynamic Bone execute after IK.
     
  44. Lawina

    Lawina

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    Feb 28, 2019
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    Is there a way to make sure that the clothes mesh move evenly with the skin mesh? The character is wearing a bra, and her breasts keep popping out. I tried messing with colliders, but that didn't help, as the breasts always move differently to the clothes, so her breasts pop out of the bra.
     
  45. HorngYuiWei

    HorngYuiWei

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    Hi,
    dynamic bone only move bones. it does not control meshes directly.
    the problem should be fix in 3d software by carefully adjust skin meshes.
     
  46. _watcher_

    _watcher_

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    Nov 7, 2014
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    Does this work with bones created in 2D using sprite editor? (1, 2). If not, then it would be pointless to buy this asset for 2D rigging development, or is there a suggested workaround? Im only interested in deformations/bones using sprites (like 2D Animation uses), not meshes. If it doesnt support the sprite bones, will this be updated to recognize/support 2D Sprite bones as well?

    EDIT: It doesn't. It doesn't know anything about the bones themselves, its faking it all with some simple math (only considers children and assumes they are bones connected to parent, it doesn't actually work with bones themselves). In case of sprite bones, this breaks the bound mesh, it moves the 'bones' (eg the GOs representing them), but the skinned sprites no longer move with the bones. Disappointing.
     
    Last edited: Aug 16, 2019
  47. Nosfera

    Nosfera

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    Sep 26, 2014
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    Hello, I'm using Unity 2019.2.0f1 and I can't see the Dynamic Bone Collider GIZMO on the editor.
    Is there a bug? Everything is setup and working correctly, I just can't see the gizmo.
     
  48. HorngYuiWei

    HorngYuiWei

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    Hi,
    I tried dynamic bone using Unity 2019.2.0f1 without problem.
    Gizmo only show in scene view when character is selected.
     
  49. DMI84

    DMI84

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    Jun 5, 2016
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    Dynamic Bone execute after IK, Its not helping. If i move unit and use IK, then working, if only IK then Dynamic bone not working. Maybe later i try more experiment and find problem..
    P.S. maybe i wrong, looks as dynamic bone rotate object but not move on sides.
     
  50. castor76

    castor76

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    How can I stop the root bone (the one with script on in my case) to not simulate physics? This root bone does not move but it still rotates around. Even if I add itself as excluded transform for physics simulation...

    -- Edit --

    I have tried on some other models, and sometimes, the root bone does not simulate..very weird. I am clueless on why some setting has root bone rotating and some setting not. There is definitely no animation affecting the root bone. When I disable the dynamic bone script, root bone does not rotate (jiggles)
     
    Last edited: Oct 11, 2019