summaryrefslogtreecommitdiff
path: root/Other/Malenia/Assets/DynamicBone/ReadMe.txt
diff options
context:
space:
mode:
Diffstat (limited to 'Other/Malenia/Assets/DynamicBone/ReadMe.txt')
-rw-r--r--Other/Malenia/Assets/DynamicBone/ReadMe.txt143
1 files changed, 143 insertions, 0 deletions
diff --git a/Other/Malenia/Assets/DynamicBone/ReadMe.txt b/Other/Malenia/Assets/DynamicBone/ReadMe.txt
new file mode 100644
index 00000000..7d9f8091
--- /dev/null
+++ b/Other/Malenia/Assets/DynamicBone/ReadMe.txt
@@ -0,0 +1,143 @@
+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.