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FluX Dynamic

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

  1. support_beyondinteractive

    support_beyondinteractive

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    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
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  2. SammmZ

    SammmZ

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    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

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    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
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  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
     
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  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
     
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  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
     
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  7. SammmZ

    SammmZ

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    oh, I see! Yes, that's interesting!
     
  8. ohbado

    ohbado

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    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

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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

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    Hi,
    Does the mesh must have bones ? or everything can be set in the editor ...
     
  11. support_beyondinteractive

    support_beyondinteractive

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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

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    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

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    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

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    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

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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

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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

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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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    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

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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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    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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    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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    >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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    LockingAxis video has been uploaded.
     
  26. Kagyu

    Kagyu

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    Hi. I got some questions.
    1. Does your asset works ok with cloth which is attached to a ragdoll?
    2. Can I pull the end of the chain?
     
  27. support_beyondinteractive

    support_beyondinteractive

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    Hi Kagyu,
    Thank you for your question.

    1.Answer
    Yes, it will work. The one attached to the Ragdoll will work.
    I will attach a video on Monday.

    2.Answer
    Unfortunately, you cannot.
    The reason is that the calculation method is different.

    The FluX string is calculated once from the root to the tip.
    The calculation to pull the tip or center of the string is done by
    You need to calculate from the root to the tip and from the tip to the root.
    In this case, the amount of calculation increases.
    In such a case, the amount of calculation increases, so we do not calculate the force back to the root.
     
  28. Kagyu

    Kagyu

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    Got it! Thanks for the reply!
     
  29. support_beyondinteractive

    support_beyondinteractive

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    Hi Kagyu,
    This is a video of FluX applied to a ragdoll.
    ---------------------------------
    In order to apply FluX to ragdolls,
    you need to rewrite the code in one place.
    LateUpdate -> FixedUpdate
     
  30. zavidiy

    zavidiy

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    Hello. Is it supports colliders?
     
  31. zavidiy

    zavidiy

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    Oh, i see.
    Another question: can i set different limit angle for all bone axis?
     
  32. zavidiy

    zavidiy

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    Can it be used on animated character for breasts jiggle?
     
  33. support_beyondinteractive

    support_beyondinteractive

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    Hi zavidiy,
    Thank you for your question.

    The angle limit can be set in String units.

    For example, suppose we have Strings A through F.
    A,B,C,D,E,F... Each can be set to a different value.
    StringAngleLimit.jpg
     
  34. support_beyondinteractive

    support_beyondinteractive

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    Hi zavidiy,
    Also, for the string, set the AngleLimit angle for each joint.
    JointAngleLimit.jpg
     
  35. support_beyondinteractive

    support_beyondinteractive

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    There is one thing to keep in mind when using the AngleLimit feature.

    <<<<< 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.

    The orientation of the bones.
    A sample model and demo are included in the package.
    I think it would be better if you take a look at it.
    OrientationBones.jpg
     
  36. support_beyondinteractive

    support_beyondinteractive

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    Yes, you can. You can use it.
    ---------------------------------
    In that case.
    parameters so that it returns to its original shape even after shaking.
     
  37. support_beyondinteractive

    support_beyondinteractive

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    I don't use collision for skirts.
    ---------------------------------
    Just like in the demo video.
    Hair and body etc.
    Capsule
    Plane
    Sphere

    supports colliders.
    Component.jpg
     
  38. zavidiy

    zavidiy

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    Thanks for answers! I think I bought it in the near future.
     
  39. zavidiy

    zavidiy

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    What is planned for the further development?
     
  40. support_beyondinteractive

    support_beyondinteractive

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    Hi, zavidiy
    Thank you for your expectations.Still considering yet, but we hope to introduce more useful tools in the future!
     
  41. xpachin

    xpachin

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    i need this in 2d
     
  42. Andy888888

    Andy888888

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    The "skirt will not interpenetrate the legs" is very GREAT idea, and all demo are run very good,but when I try to port the "Pivot" setting to my model's shirt, it is Very difficult to understand about "AngleLimit" and "Offset", The document is in Japanese, and it is difficult to understand when I try to use translation software, I have spent two days but always fail, I fell very frustrated, hoping to improve, then I will give 5 stars. Thanks.
     
  43. Mark_01

    Mark_01

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    I don't have this asset, it just came up on notification.. I had read in another forum just a few days ago about a
    Better online translator, maybe this will help better IDK .. GL >> https://www.deepl.com/translator
     
  44. support_beyondinteractive

    support_beyondinteractive

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    Hi Andy888888,
    Thanks for the feedback!

    > "AngleLimit" and "Offset", The document is in Japanese
    >I have spent two days but always fail, I fell very frustrated,
    >hoping to improve, then I will give 5 stars. Thanks.

    Yes. I'll try to improve it.
     
  45. Andy888888

    Andy888888

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    Thank you for your reply, very much looking forward to it! :p
    If possible, I hope that this function can be achieved only by specifying the bones of the legs, without the need for complicated setting of "AngleLimit" and "Offset"
     
    Last edited: May 25, 2021
  46. letsgoodby123

    letsgoodby123

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    Hi. Can I use skirt with separate from main character rig?

    also, any tips about rigging dress for use with your asset? Just like in your demo fbx?
     
  47. letsgoodby123

    letsgoodby123

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    Screenshot_1.png Screenshot_2.png What is wrong with my Angle limit? I made directions on the bones just like on your skirt. The part of the dress goes in back direction
     
    Last edited: Jun 4, 2021
  48. support_beyondinteractive

    support_beyondinteractive

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    Hi letsgoodby123,
    Thank you for your question.
    I've been busy with work lately, so I'm late in answering.
    ----------------------------------
    This one has a strange bend to it.
    From the attached image of Unity, it looks like the axes are oriented correctly.
    ----------------------------------
    I'm curious about the bones in the attached image of just the skirt,
    which are pointing sideways.
    Is this a blender image?
    I don't know much about Blender.
    However, I have never seen a bone turn sideways.
    I am guessing that this is probably the cause.
    ----------------------------------
    If you don't mind, could you please attach an FBX so I can
    I will do a detailed investigation.
    Email... support@beyondjapan.co.jp
    Bone.jpg
     
  49. salandananjm

    salandananjm

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    Hi!

    We're considering using your product and was wondering if this would be advisable to use on low end android mobile devices?
    At most, we would have 16 characters all with flux dynamics (Example each character would have long hair and a skirt both with flux dynamics).

    Thank you! It looks great btw!
     
    Last edited: Jul 29, 2021
  50. support_beyondinteractive

    support_beyondinteractive

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    Hi salandananjm,
    Thank you for your question.
    I've been busy with work lately, so I'm late in answering.
    ------------------------------------------
    FluX is designed with mobile devices in mind.
    I displayed 16 characters.
    This character has a lot of shaking parts.
    It runs at 60pfs on the latest Android devices.
    ------------------------------------------
    On a low spec device, it is designed to run at
    least 15fps without any calculation failure.
    Screenshot16Char.jpg