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English version manual
Unfortunately my Fnglish is very pool,so I am sorry for that I cant provide any help if you want to get more detail ,but the good news is the code is very clear,so you can find answer in it,please forgive me laziness :p.
Based on https://github.com/SPARK-inc/SPCRJointDynamics, a plugin that can automatically generate hair and skirts with physical bone.
- deep and strong optimization
- Easy to study and use it
- highly Automatic level,one click to generate everything
- no native Plugin,full course
- quickly to approximate real effects's iterate
- Free and author wasted $ 15 on Dynamic bone
- Unity2019.1f10 or higher
- need [IL2CPP][.NET4x][Allow 'unsafe' Code]
- need [Burst] package
- need [Jobs] package(preview)
- need [Collection] package(preview)
- need [Mathmatic] package(preview)
Find the ADBRuntimeController script,add it on your target parent.
Check the transfrom that need to add physical effects.Usually, these transform's name will contain a ** fixed keyword **, such as hair and skirt.You need to write the keywords into NameKeyWord
.
Press Generate Point
to generate the bones data, and make the "isDebug" true to plot the data.
If all goes well, you can see a few colored lines and dots. These are the recognized transform. Check if there are missing points / wrong points, and exclude them from using BlackListTranform and BlackListKeyword.
notes:ou don't have to manually generate data every time you adjust, the script will automatically run Generate point at the beginning.
If your character isHumanoid ,then you can try the function of Generate collider, this function Can automatically recognize the human body and generate the appropriate collider in proportion.
You need to check theIs Generate Body Collider Automatic
,then press the "Generate Point"generation point to confirm the exact size of the collider,and finally use "Generate collider"to generate**collider of the whole body **.
These collision bodies are not necessarily accurate, so most of the time, you need to fine-tune their position and size. You can refer to hereto learn how to refer it.
notes:You can choose "is generate by fixed point" to use the fixed point to constrain the size of the collision body.If you don't select it, all points will be used to confirm the size.
If your keyword is not hair or skirt, please go to AutomaticDynamicBone/Resource/Setting/GlobalSetting add your keywords in hair seting or skrit setting, where to add One depends on whether it should be hair or skirt. The globalSetting file is responsible for linking your keywords with corresponding physical effects, or setting files, which can allow you to produce different effects for different keywords. You can give the GlobalSetting file in the ADBRuntimeController panel, or you can leave it blank by default, and the system will automatically read the standard settings. notes: Even if you don't add keywords so that it is not connected to any setting file, the system will generate a default setting to associate, the disadvantage is that it will seem very funny.
If everything goes well, you can still see a few colored lines in the running sence interface. Congratulations, your character already has physical effects! Shake your target as much as you like XD Of course, usually you also need to manually adjust the physical parameters in order to meet the data of your character, they are stored inADBsettingyou can choose:
1.Change the setting file corresponding to the keyword in GlobalSetting to adjust the effect.I made several physical effects of different styles in the folder where it is stored.You can switch them.
2.Adjust the parameters of the corresponding setting file, you can find detailed instructions at the link above.
If you are adjusting during runtime, then after adjusting, you need to refresh them with the help of refresh point function.