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Add Component > Massive Loop Avatar > MLBoneDynamics

MLBoneDynamics⚓︎

MLBoneDynamics apply physics to character's bones or joints. The component must attach to the root game object of the avatar.

Requires⚓︎

  • None

Parameters⚓︎

Name Description
Root The root of the transform hierarchy to apply physics.
Roots Multiple roots are allowed. They all share the same parameters.
Update Rate Internal physics simulation rate, measures in frames per seconds.
Update Mode
Normal Updates physics in fixed timestamp as specified rate.
Animate Physics Updates during the physic loop in order to synchronized with the physics engine.
Unscaled Time Updates independently of Time.timeScale.
Default Update physics every frame instead of specified rate, recommended.
Damping How much the bones slowed down.
Damping Distrib How Damping change over hierarchy chain. Curve values are multiplied to corresponding parameters.
Elasticity How much the force applied to return each bone to original orientation.
Elasticity Distrib How Elasticity change over hierarchy chain. Curve values are multiplied to corresponding parameters.
Stiffness How much bone's original orientation are preserved.
Stiffness Distrib How Stiffness change over hierarchy chain. Curve values are multiplied to corresponding parameters.
Inert How much character's position change is ignored in physics simulation.
Inert Distrib How Inert change over hierarchy chain. Curve values are multiplied to corresponding parameters.
Friction How much the bones slowed down when collide.
Friction Distrib How Friction change over hierarchy chain. Curve values are multiplied to corresponding parameters.
Radius Each bone can be a sphere to collide with colliders. Radius describe sphere's size.
Radius Distrib How Radius 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.
Blend Weight Control how physics blends with existing animation.
Colliders Collider objects interact with the bones.
Exclusions Bones exclude from physics simulation.
Freeze Axis Constrain bones to move on specified plane.
Distant Disable Disable physics simulation automatically if character is far from local player.
Distance To Object Physics simulation only works for object which are within this distance.