MLBoneDynamics
7/14/25About 1 min
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. |

