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Discussion in 'Assets and Asset Store' started by HorngYuiWei, May 11, 2014.
Is it possible to add a callback function when the colliders collide?
the direction of "End Length" depend on last two bones.
if it's not correct please set "End Length" to 0 and use "End Offset" instead.
there is no build-in collision callback.
but it's easy to modify script.
For some reason this does not work with an auto-rig-pro export. It works with all bones except bones created manually.
Under what circumstances would a bone be moveable by normal means, but not by dynamic bone?
Dynamic Bone work with any game object hierarchy. It does not care is it skined or not.
You can send a simple test project to firstname.lastname@example.org. I'll look into it.
you can use script function SetWeight() to control how physics blend with existing animation.
or just set enabled = false to disable it.
Hi @HorngYuiWei, is there anyway to get this to run with timescaling? Adjusting the frequency of the computation in the component basically runs the dynamic bones at normal speed. Is there somewhere in there where it can also adjust the movement deltas instead such that the simulation is smooth, but the distances per frame are relative timescaling?
I‘m working on new version which may fix this problem.
please mail to email@example.com to request it.
Hello. Could someone assist with these errors found on import? Looks like some parameters of Plane in 2019 doesn't take 2 arguments anymore. Is there an updated version of Dynamic Bone? Thanks.
Resolved: By modifying where Planes were being declared and adding "UnityEngine." ex. UnityEngine.Plane movePlane = new UnityEngine.Plane();
Works great now.
any tips on how to implement chronos time control for slow motion on the dyanmic bones
This desperately needs a "Include" instead of just exclude. I have a system where bones may be instantiated, and lets say if I add hair bones, and cat ears, I can't tell the hair physics to exclude the cat ears.
But if I had an "include only", type thing it would work.
I'm working on a new feature. Allow multiple "Root".
please mail to firstname.lastname@example.org to request it.
Hi, i got a Daz Model , but hair got no bones, if i buy your product did i need to put bones into my hair shape to make it move? thanks
Yes, you need to add bones to hair before using dynamic bone.
Hi, I use Dynamic Bone and Constraint, for an object track an leaf bone with Dynamic Bone.
It works on 2018.4. However it doesn't work on 2019.4 or higher.
the "Constraint Object" are never swaying. It looks like no exist Dynamic Bone on "Constraint Object".
But "Dynamic Bone End(leaf)" are swaying as correct.
How to track the object?
Thank you in advance.
It seems Unity changed Constrain update order in version 2019.
You can write your own constrain script. use "Script Execution Order' functionality. Let dynamic bone update after the constrain script.
Hey there everyone. Anyone had success using Dynamic Bone to get breast jiggle on a character exported from Reallusion Character Creator 3?
The exported rig lacks lCollar and rCollar bones and instead has lRibTwist and rRibTwist, each with child lBreast and rBreast, which are /very/ short. I place the dynamic bone on the RibTwist but the end result is still too much motion at the tip like its "floppy" while the breast proper doesn't move enough. Anyone got suggestions? Please, I hope so!
You can try set "End Length" or "End Offset" parameters.
I have tried a lot of combinations. But my reading of the docs is that the end length means another bone is added. I kind of want the opposite, a bone removed, which would of course require re-weighting the skinned mesh. For now I've achieved what I want with vertexmotion, but I will see what other approaches might work. Basically dynamic bone works beautifully with a Genesis 8 character out of DAZ as FBX and straight into Unity, but it does not work (as described above for breast jiggle) if that character is taken through Character Creator 3 and then exported to Unity. Live and learn
I seem to be having an issue integrating this with Final IK, it works fine by itself but once Final IK is on there is a lot of jittering going on with the bones. In my case i'm using DB for a cloth around the waist, so anytime Final IK does anything, i.e adjust the feet, etc., the cloth spazes out.
Any thoughts on how to fix this issue?
you can try use Unity's execution order function:
from menu Editor->Project Settings->Script Execution Order
add both Final IK and Dynamic Bone scripts , put Dynamic Bone after Final IK.
Please send exported character to email@example.com
I'll look into it.
That did the trick! Thanks!
We've been using Dynamic Bone for years, really a great thing. But we have a new need. Is there any way to have the terrain be the collider for the dynamic bone object? (Player is carrying a carcass and it needs to drag nicely on the terrain surface.) I'm guessing not, but it's always worth asking.... (Currently i have a capsule collider set to Inside, but that doesn't account for terrain slopes)
I cannot take the solution for VRChat. I drop support 2019 or later on my project.
I hope to found good solution for VRChat.
Thanks your information.
sorry, terrain collider is not supported now.
Final IK is supported by VRChat. It's execution order is adjustable.
but I'm not sure is it provide constrain you needed.
I'm wondering if it would be feasible to only simulate relative to a certain transform? Specifically, when the character moves in it's own local space, the bones simulate to the movement, but when the character is parented to an object which is moving, the dynamic bone components do not simulate to the world movement, but still only to the local movement of a transform I set.
Increase "Inert" can cancel out global movement.
Not sure i'm missing something, but is it possible to dampen per local axis?
Some types of cloth would realistically not swing as much on certain axes, but they could still swing a bit, so is there a way to cancel out forces in this way?
"FreezeAxis" constrain bones to move on specified plane. but it cancel out all forces of other axis.
So it's not possible to just dampen it, rather than straight out cancel it?
Also, i ran into another unexplained behavior.
Sometimes my hierarchy of objects that i want to be shaken consists of a transform or two transform that i want to be a "chain", of which i only really need the first one to be shaken.
The two objects (see linked video) share the same settings. One of them works just fine, while the other doesn't behave as a dynamic joint at all, only its children joints.
What could cause this difference in how the script works on them, and how can i fix it?
Damping on one axis is not supported now.
Dynamic Bone modify rotation only if a gameobject has exact 1 child.
But Boomerange1_R has 2 children: Boomerange1_2_R, Boomerange1_3_R.