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-Dynamic Bone apply physics to character's bones or joints.
-With simple setup, your character's hair, cloth, breasts or any part will move realistically.
-
-Open Assets/DynamicBone/Demo/Demo1 to see how it works.
-If you have any questions or suggestions, please contact willhongcom@gmail.com.
-
-
--------------------------------------------------------------------------
-Basic setup:
-
-1. Prepare a properly setup character, both Mecanim and legacy rigs are supported.
-2. Select the game object you want to apply Dynamic Bone.
-3. In the component menu, select Dynamic Bone -> Dynamic Bone.
-4. In the inspector, select root object.
-5. Adjust dynamic bone parameters (see detail descriptions in the following section).
-
-
-You can add collider objects if required:
-
-1. Select game object the collider will attached.
-2. In the component menu, select Dynamic Bone -> Dynamic Bone Collider.
-3. Adjust position and size of the collider.
-4. In Dynamic Bone component, increase size of colliders and append corresponding object.
-
-
--------------------------------------------------------------------------
-Dynamic Bone component description:
-
-- Root
- The root of the transform hierarchy to apply physics.
-
-- Update Rate
- Internal physics simulation rate, measures in frames per seconds.
-
-- Update Mode
- Normal: Update physics in fixed timestamp as specified rate.
- AnimatePhysics: Updates during the physic loop in order to synchronized with the physics engine.
- UnscaledTime: Updates independently of Time.timeScale.
- Default: Update physics every frame instead of specified rate, recommended.
-
-- Damping
- How much the bones slowed down.
-
-- Elasticity
- How much the force applied to return each bone to original orientation.
-
-- Stiffness
- How much bone's original orientation are preserved.
-
-- Inert
- How much character's position change is ignored in physics simulation.
-
-- Friction
- How much the bones slowed down when collide.
-
-- Radius
- Each bone can be a sphere to collide with colliders. Radius describe sphere's size.
-
-- Damping Distrib, Elasticity Distrib, Stiffness Distrib, Inert Distrib, Radius Distrib
- How parameters change over hierarchy chain. Curve values are multiplied to corresponding parameters.
-
-- End Length
- If End Length is not zero, an extra bone is generated at the end of transform hierarchy,
- length is multiplied by last two bone's distance.
-
-- End Offset
- If End Offset is not zero, an extra bone is generated at the end of transform hierarchy,
- offset is in character's local space.
-
-- Gravity
- The force apply to bones, in world space. Partial force apply to character's initial pose is cancelled out.
-
-- Force
- The force apply to bones, in world space.
-
-- Colliders
- Collider objects interact with the bones.
-
-- Exclusions
- Bones exclude from physics simulation.
-
-- Freeze Axis
- Constrain bones to move on specified plane.
-
-- Distant Disable, Reference Object, Distance To Object
- Disable physics simulation automatically if character is far from camera or player.
- If there is no reference object, default main camera is used.
-
-
-Dynamic Bone Collider component description:
-
-- Center
- The center of the sphere or capsule, in the object's local space.
-
-- Radius
- The radius of the sphere or capsule, will be scaled by the transform's scale.
-
-- Height
- The height of the capsule, including two half-spheres, will be scaled by the transform's scale.
-
-- Direction
- The axis of the capsule's height.
-
-- Bound
- Constrain bones to outside bound or inside bound.
-
--------------------------------------------------------------------------
-Dynamic Bone script reference:
-
-- public void SetWeight(float w);
- Control how physics blend with existing animation.
-
-- public void UpdateParameters();
- Update parameters at runtime, call this funtion after modifing parameters.
-
--------------------------------------------------------------------------
-Version History
-
-1.0.1 Initial release.
-1.0.2 Improve inspector UI.
-1.0.3 Fix inert unstable when enabled / disabled.
-1.1.0 Use curve to setup parameters over hierarchy chain.
- Collider can configured to constrain bones inside bound.
-1.1.1 Add exclusion setting.
-1.1.2 Deal with negative scale problem.
-1.1.3 Fix bug with bones contain scale.
-1.1.4 Add freeze axis.
- Fix bug when added via script.
-1.1.5 Add distant disable.
- Reduce GC alloc.
-1.1.6 Fix capsule collider bug.
-1.1.7 Unity 5 support.
-1.1.8 Fix problems caused by negative scale.
-1.1.9 Improve detecting negative scale.
- Fix bug if collider is set as inside.
- Add UpdateMode setting.
-1.1.10 Fix problems caused by negative scale after Unity 5.4.
-1.2.0 Add tool tips.
- Add plane collider.
- Add function to update parameters at runtime.
-1.2.1 Add friction parameter.
- Update UNITY_5 to compatible with newer version.
-1.2.2 Add "Default" update mode, fix some jitter issue.