I would be happy if there was fair way to do this, but there is not
I could make special trial which would be obfuscated and without some parameters in the inspector, but don’t know when I would have time to do this.
i’m sort of in the same situation, where i’m interested but not sure yet. is it possible you could give a link to the documentation or manual? there doesn’t seem to be a video for Bones Stimulator showing how it’s used (as opposed to other (assumedly) more popular Assets like the Tail Animator), etc. any of those things would be very helpful.
on another note, i’ve been searching around for a way to achieve bone transforms layered over a humanoid Mecanim animation. there’s a few threads in the Animation section where it seems they’ve been asking the Mecanim devs working for Unity if they will support bone scaling for humanoid animations. it seems i’m one of a small handful of folks that would find interest in a tool to provide a workaround.
i’m fairly sure that the Bones Stimulator is altering transforms in a simple repetitive way like an oscillator, and not in a way that would allow stretchy animation where the values don’t propagate.
FEATURE REQUEST: would it be possible to update the Bones Stimulator to act in a AnimationCurve driven one shot mode, so that it could conceivably be used in sync with an animation? being able to say, scale bones at will via an Animation Event or a Playable Event would be helpful at least. i realize that you are busy with other projects, and this product isn’t your current focus, but just being able to publicly call a method that would perform bone transform values over a specified time via a curve would be a big plus.
for my purposes i would like to be able to hook the bone transforms directly to the humanoid animation, and sync it frequently, if not every frame, and also compensate for the value propagation down a transform chain. this would give you stretchy bones and many other fluid-like animations. i’m planning on looking into this myself, but having at least some timed bone transform ability available would be a great start.
It’s pretty simple package so I didn’t create documentation for that
If you willing so, you can mail me mesh with animation you are not sure if it will work, I can apply bones stimulator to it and send you video to show how it works
Ah yes you never cease to amaze me! The last part of that video with the jump animation feeling more fluid with that squash and stretch was exactly what I was looking for.
*By the way I did not see that video on the asset store page.
H there, I purchased recently trying to make it work on my invector 3rd person controller asset, but the player just does not move at all. If I disable the bones stimulator script all is ok… no errors…any ideas would be useful.
You adding the component to character bones?
Please check demo example model.
Bones Stimulator is using keyframe animations to drive itself, if there is not keyframe animation it stays in one place (local) following it’s parent transform motion, so if you add it to main character transform it will not move (constantly snapping to initial local position)
Hi @FimpossibleCreations !!!
I have a question before buying … how is this asset different from the “Tail Animator”?
Can the same things be done with Tail Animator?
Why buy Bone Simulator if I already have Tail Animator?
I’m sorry about the questions but it seems to me that they do the same and I don’t know how buying Bone Simulator would benefit me …
Could you inform me of the differences and improvements between them? I am not sure
This packages use different logics for procedural animation, you can’t get limb-like behaviour with tail animator like in bones stimulator, and you can’t get as smooth tail motion with bones stimulator.
You can apply bone stimulator to tail but it can provide a bit glitchy jumpy movement when rotation/movement goes too sudden on the model (if there are many bones)
Bones Stimulator logics works best on few-bones chains and tail animator works best with more bones in chain.
I was planning and I was actually doing some research for that, but working with Unreal Engine is really slow for me, I might give it fourth chance someday soon (yes, there was many attempts to use this engine but no success )