Dynamic Bone - Realistic swaying ponytail and bouncing boobs

Dynamic Bone apply physics to character’s bones or joints.
With simple setup, your character’s hair, cloth, breasts or any part will move realistically.

Features

  • Very easy to setup, no programming required.
  • Fast and stable physics simulation.
  • Works with Mecanim and legacy animation.
  • Support all versions of Unity, including mobile and WebGL.
  • Full source code included.
    New Features in 1.3
  • Add “Roots” parameter to setup multiple root transforms.
  • Add “Blend Weight” parameter to control how physics blends with existing animation.
  • Collider add enable/disable check box.
  • Collider add “Radius 2” to setup capsules of two radii.
  • Parameters can be animated with Unity animation system.

Asset Store
Video

If you are not sure is Dynamic Bone works for you, please mail willhongcom@gmail.com to request for an evaluation version.

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I’m glad to see this asset now has a thread, and the forum thread has a link on the asset store! I always look for that, because I want to read up on each asset before I buy it.

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If you are not sure if Dynamic Bone works for you, please mail to willhongcom@gmail.com to request an evaluation version.

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Have you tested mobile performance?

Dynamic Bone uses its own physics simulation, which is simpler and much faster than Unity’s build-in physics system.

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Is this working only for humanoid characters? Can I import from Blender characters?

Forgot to ask a few more questions: Can I import characters from Mixamo FUSE? and How about video tutorials?

Dynamic Bone works for any character, the only requirement is the part you want to apply physics must have bones.
Setup is very easy:

  1. Select you character.
  2. From Component menu, select Dynamic Bone.
  3. In inspector, choose the bone you want to animate as “Root”

Do we need to have bones in our character before using it?

Yes, characters should be rigged in 3D software.

Can this be used for things like a swinging chain or cables (two fixpoints)?

For Ponytail or tail do you select the chain then apply Dynamic Bone to that?

Also is there an effect slider to adjust the weight to blend Dynamic with keyframed animation for secondary motion.

Also any plans to make some playmaker actions to change weights in runtime?

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No, Dynamic Bone has only one fixed point (the “Root”).

You can change weights in runtime by call the component’s public method SetWeight().

Hey Will Hong, just bought DynamicBone, looks awesome, but there is a requirement to upgrade to Unity 4.5.
I’m still using Unity 4.3.4 and dont want to upgrade until i finish a couple of projects. Is there something specific about 4.5 that you’re using? Can you lower the requirement for Unity version?

Thank you in advance!

Hi,
Dynamic Bone works fine in Unity 4.3.4.
I’ll use lower version of Unity to submit to asset store next time.

I thought so, thanks man !
edit: somehow unity got confused and let me download it :roll_eyes:

This works great, much simpler to setup than the solution I had cobbled up (involving springs and colliders). Thanks!

This seems pretty good so far for adding some small character details.

I also imported a plane with bones and got it kinda working as moving cloth. Only thing is I can only get that working if it’s attached to a base object that is always in motion.

For something like blowing curtains adding forces doesn’t seem to work with the physics (it just makes the plane rotate?) Is there a way to do that?

edit: nm found one way to do it using a hinge and then colliders that you make the mesh invisible.

Can you give a quick run down on how you should go about adding bones for breasts so that this system will be affected by it properly? We tried to add one on to our model but it doesn’t seem to be doing much. Messing with the settings to the extreme causes them to vibrate but we can get no where near the effect you achieve in the demo.

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