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FluX Dynamic

Discussion in 'Assets and Asset Store' started by support_beyondinteractive, Feb 26, 2021.

  1. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
    16
    Hello everyone!
    FluX Dynamic is a physical behavior control tool that enables the movement of "hair", "skirt", "tail", etc. in Unity.
    You can adjust them with simple parameters while checking the moving area on the Unity editor.
    FluX Dynamic has a unique design that does not use Physics to reduce the physics calculation process.
    Therefore, it can be run on all platforms supported by Unity, from high-end to mobile.

    https://assetstore.unity.com/packag...amic-hair-skirt-tail-bone-control-tool-164940




    [Features]
    ・Settings/adjustments can be completed in the editor (can also be controlled by scripts).
    ・The movable area is visualized in the editor, making it easy to set and adjust.
    ・A unique design that does not use physics, it reduces the physics calculation process.
    ・It can be used on a wide range of platforms, from high-end to mobile.
    ・Works on all platforms.
    ・All source code is included.

    [Required]
    ・2018.4.31f1(LTS) higher

    ©Unity Technologies Japan/UCL
     
    Last edited: Mar 23, 2021
    bobadi and Inspeinre like this.
  2. SammmZ

    SammmZ

    Joined:
    Aug 13, 2014
    Posts:
    120
    That look nice! But what’s the differences/benefits in compare with already existing solutions like Dynamic Bone or let’s say Boing Kit?
     
  3. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
    16
    Hi pigglet,
    Thank you for your question!

    Comparing with others, FluX Dynamic includes a setting that takes into account "cloth" like skirts.

    1. The skirt is designed to be linked to the animation movement without using collision,
    so even if the character or animation moves at high speed,
    the skirt will not interpenetrate the legs.
     
    Last edited: Mar 17, 2021
    Inspeinre likes this.
  4. support_beyondinteractive

    support_beyondinteractive

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    2. Multiple cloths (two or three cloths) can be controlled so that they do not stick out. 多重の布.jpg 多重スカート.jpg
     
    Inspeinre likes this.
  5. support_beyondinteractive

    support_beyondinteractive

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    3. You can easily change the form of an object by inflating it. スカートなどのフォルムの変更.jpg
     
    Inspeinre likes this.
  6. support_beyondinteractive

    support_beyondinteractive

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    4. Tails, hair, skirts, etc. can be controlled by AngleLimit parameter for each joint.
    角度限界で制御.jpg
     
    Inspeinre likes this.
  7. SammmZ

    SammmZ

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    Aug 13, 2014
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    120
    oh, I see! Yes, that's interesting!
     
  8. ohbado

    ohbado

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    Aug 13, 2014
    Posts:
    33
    Hello.I am interested in this asset.
    Can this asset do multi-threaded physics control?I am expecting the performance to use very little CPU power for the main thread.
     
  9. support_beyondinteractive

    support_beyondinteractive

    Joined:
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    Posts:
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    Hi ohbado,
    Thank you for your question.
    Unfortunately, this tool does not support multi-threaded calculations.
    The calculations are done in the main thread.
     
  10. pietrina

    pietrina

    Joined:
    Aug 22, 2015
    Posts:
    12
    Hi,
    Does the mesh must have bones ? or everything can be set in the editor ...
     
  11. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
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    Hi pietrina,
    Thank you for your question.

    FluX Dynamic is designed to control bones only.
    The reason for this is that controlling Mesh
    vertices will cause a processing load.
    However, as per attached video, even if you don't have "FBX, Bone, Mesh",
    you can create a bone in the Editor and move it with FluX Dynamic.

     
  12. thegrailvr

    thegrailvr

    Joined:
    Jul 19, 2018
    Posts:
    11
    i encounter a error when adding this in a character prefab scene, any help would be appreciated.
    Object reference not set to an instance.
    How do i fix this error?

    upload_2021-4-6_12-17-53.png
     

    Attached Files:

  13. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
    16
    Hmm... I can't reproduce it here.
    HangManager is attached to Hang, isn't it?
    Hang is four letters with no spaces, right?
    -----------------------------------
    Is it possible to attach a project to support?
    And version information for Unity.
    -----------------------------------
    support@beyondjapan.co.jp
    Hang.jpg
     
  14. thegrailvr

    thegrailvr

    Joined:
    Jul 19, 2018
    Posts:
    11
    Hello I managed to find the problem. However I ran into another one.

    when I follow your video

    just with setting up the skirt,

    I get this error. my character skirt flips upwards.
     

    Attached Files:

  15. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
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    Hi thegrailvr,
    Thank you for your question.

    >Hello I managed to find the problem.
    First of all, I'm glad you were able to solve the problem.
    -------------------------
    I'm trying to identify a new problem.
    Maybe using AngleLimit will cause problems? AngleLimit.jpg
     
  16. thegrailvr

    thegrailvr

    Joined:
    Jul 19, 2018
    Posts:
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    the defualt is 0 but isnt setting it to 90 allowing it so the skirt can indeed flip to 90? would setting it to 0 mean the dress skirt cannot flip?
     
  17. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
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    Hi thegrailvr,
    Thank you for your question.

    The size of AngleLimit is the number of joints.
    AngleLimit_Num.jpg
     
  18. support_beyondinteractive

    support_beyondinteractive

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    <<<<< This was during model creation >>>>>
    When using AngleLimit, the orientation of the bones in the model is very important.
    The reason for this is that the AngleLimit is based on the orientation of the bones.
    BoneOrientation.jpg
     
  19. support_beyondinteractive

    support_beyondinteractive

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    AngleLimit_2.jpg
     
  20. thegrailvr

    thegrailvr

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    Jul 19, 2018
    Posts:
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    our character zyx direction is not the same as the plugin however, are we still able to set it up accordingly just that x,y,z settings may be differnt? or we must be the same?
     
  21. support_beyondinteractive

    support_beyondinteractive

    Joined:
    Feb 26, 2021
    Posts:
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    It is not possible to set it accordingly.
    Unfortunately.
    The direction of the bones in the model must be the same.

    The reason is that
    If you use the editor to deal with

    Extra calculations will be involved.
    Complicated settings.

    We believe that it is more wasteful to optimize the data side.

    --------------------------------------------------
    There are two things where the orientation of the bones in the model is important.
    1.AngleLimit
    2.LockingAxis

    If you don't use these two, the direction of the bones in your model is not important.
    BoneOrientationImportant.jpg
     
  22. thegrailvr

    thegrailvr

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    Jul 19, 2018
    Posts:
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    can you explain what locking axis is? and is there a smaple video of what it does? is it what prevents the skirt from going through the leg/body?
     
  23. support_beyondinteractive

    support_beyondinteractive

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    Feb 26, 2021
    Posts:
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    Hi thegrailvr,
    Thank you for your question.

    What is LockingAxis?
    LockingAxis is a function that allows you to rotate on only one axis.

    It is not used for characters.
    It's a feature you won't use very often.
    LockingAxis.jpg
     
  24. support_beyondinteractive

    support_beyondinteractive

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    Feb 26, 2021
    Posts:
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    >is it what prevents the skirt from going through the leg/body?
    No, sir.
    A sample video of LockingAxis will be uploaded soon.
     
  25. support_beyondinteractive

    support_beyondinteractive

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    Feb 26, 2021
    Posts:
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    LockingAxis video has been uploaded.
     
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