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Diffstat (limited to 'Other/Malenia/Assets/DynamicBone/ReadMe.txt')
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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. |