Open KeisenKKR opened 3 years ago
Can you please elaborate on what exactly you want it to do? I'm not sure what this involves.
I think @KeisenKKR might be asking for something like the DynamicBoneSphereCollider or the ability to tweak the DynamicBone systems base radius.
We already support those.
I believe the dynamic bones on the unity asset store can constrain the bones to be inside the collider radius, or outside the collider radius - the latter of which being how Neos currently functions.
@Frooxius The DynamicBoneColider, available as a Unity Asset, is a capsule (not a sphere, which helps prevent penetration of the chest) and can be set to act on the inside or outside of the collider. And.. inside colider is useful for long-skirt and long-hair cuz' if use as outside colider can't work properly when crouching; slip between colliders, or hair would fall in my face.... Therefore, this is mainly used to set up the long skirts sold at Booth, or (if you can handle Cloth well enough) NvCloth is used.
For example, in this outfit sold in Booth, by setting the Inside Colider on the outside of each skirt bone. After this settings, it flutters around the outside of the body, but not around the inside of the body. This allows the so-called skirt shape to be maintained continuously as long as there is no extreme movement.
Yes. If you don't have an inside collider, you will have an unnatural or incomplete representation, especially for long hair, long skirts, and other things that are naturally raised by the use of a collider (this method has been shared in the Japanese community for several years as a way to make skirts look perfectly clean). ).
I want an area collider that is generated from a bone like the DynamicBone in Unity's assets. The DynamicBoneColider, available as a Unity Asset, is a capsule (not a sphere, which helps prevent penetration of the chest) and can be set to act on the inside or outside of the collider. And.. inside colider is useful for long-skirt and long-hair cuz' if use as outside colider can't work properly when crouching; slip between colliders, or hair would fall in my face.
One example is the following article.
https://qiita.com/hoke946/items/c868329ee15fb91a890d
A meticulously tuned Logix may be able to do the same (although it is far from easy to use or light). Or set it up with an outside collider, taking into account that it will penetrate. In fact, that's the only way to do it currently, and some people set it up that way, but there's a lot of grumbling.
Since it was a very old issue, I generated a text using a template to match the modern one. I hope this makes it easier to understand.
I want an area collider that is generated from a bone like the DynamicBone in Unity's assets.