How can I to animate the rubberized hose in this model? 8 bones is inside it. Can I physqualise them truth jonts and colliders?
(Unity Composition)
if the hose is one separate object then animate the normal way it is.
2.else try to get the source where the hose is a separate object then import that and then follow step 1
I want to physicalise this hose. I can’t do t wth not separated object?
May be exlude from animation his bones?
Why not create a second bone hierarchy in your model. One hierarchy for your figures animation and one without animation data for the hose.
You could then make the bones for the hose physics objects without messing with your original bone setup.
You could use joints to attach the end-bone of the hose to the head-bone for example. (At least you could try that, i dont know if that would work, but that would be the first thing i´d try).
Frank
I’m interested in understanding your response. I’ve basically done just this (a hose like object under physics control) and I’m not sure why you recommend 2 bone structures? Now, I never did see the joint constraints from my 3D tool carry over to the Unity project (I’m probably missing something) but… to achieve this physical effect of a bending “hose” I:
-
added Unity Joint components to each joint in my model
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added colliders to the “hose” model (sphere and capsule depending on position)
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a main rigidbody for “hose” control
However, as near as I can tell, I could re-use a bone structure if necessary simply by switching from physics control to Transform control (the later could be script or animation, but physics (joints, colliders, etc…) would not apply unless motion was driven by rigidbody/physics).
Is this correct?
Thanks,
Galen
Yes, I think so.
I would experiment a little time later (right now I haven’t free time for it), and I ask this question only for to collect information about “how to do this”.
The main question right now is : Whether I should move the hose to the separate object or not?
To answer that question, I’d say it’s up to you. If you want the host to detach from the main character at some point, then I’d use a separate object, otherwise, as long at the vertex weights for the joints in the hose don’t affect the character mesh you’d be fine leaving it as part of the main model. The separate object approach is more flexible over time, it’s really based on your needs.
Thanks,
Galen
Ok. I’ll do my experiments some later and show this my wins or errors ;0)