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.
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.
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?
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.