From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- Assets/ThirdParty/DynamicBone/ReadMe.txt | 143 ------------------------------- 1 file changed, 143 deletions(-) delete mode 100644 Assets/ThirdParty/DynamicBone/ReadMe.txt (limited to 'Assets/ThirdParty/DynamicBone/ReadMe.txt') diff --git a/Assets/ThirdParty/DynamicBone/ReadMe.txt b/Assets/ThirdParty/DynamicBone/ReadMe.txt deleted file mode 100644 index add9da94..00000000 --- a/Assets/ThirdParty/DynamicBone/ReadMe.txt +++ /dev/null @@ -1,143 +0,0 @@ -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. -- cgit v1.1-26-g67d0