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> 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. |