![]() ![]() Depending on which you choose, your options available in the Forces section will change. ![]() Integration Type defines the type of math used to simulate the motion of any transform affected by this component. You can also address this by adding "end bones" after each ChildBone, but that involves editing the armature. If you are using a single root bone, or a single root bone with several children (but no grandchildren), you must define an endpoint position!įor example, if you put the PhysBone component on any of the RootBones below, you must define an Endpoint Position in order for PhysBones to work. This means that the base of each chain will be able to move. If set to Average, the motion of the root bone will be the average of all of the other chains. Every other chain will still work, but they will start from the first bone in each respective chain rather than the root like the first chain. If set to First, the root bone will form one continuous chain with the first bone chain in the hierarchy. Useful for things like hair, since you can use one Physbone component on the root to affect all of the hair bones! If set to Ignore, the root bone will not move, and will ignore physics. Multi-Child Type - Behavior of the root bone when multiple bone chains exist. Usually you'll want to increase this along +Y, which points "up" the bone. Ignored transforms automatically include any of that transform's children.Įndpoint Position - Vector used to create additional bones at each endpoint of the chain. Ignore Transforms - List of ignored transforms that shouldn't be affected by this component. If left blank, we assume we start at this game object. Root Transform - The transform where this component begins.
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