Dynamic Bone - Realistic swaying ponytail and bouncing boobs

Not sure i’m missing something, but is it possible to dampen per local axis?
Some types of cloth would realistically not swing as much on certain axes, but they could still swing a bit, so is there a way to cancel out forces in this way?

“FreezeAxis” constrain bones to move on specified plane. but it cancel out all forces of other axis.

Hi!
So it’s not possible to just dampen it, rather than straight out cancel it?

Also, i ran into another unexplained behavior.
Sometimes my hierarchy of objects that i want to be shaken consists of a transform or two transform that i want to be a “chain”, of which i only really need the first one to be shaken.
The two objects (see linked video) share the same settings. One of them works just fine, while the other doesn’t behave as a dynamic joint at all, only its children joints.
What could cause this difference in how the script works on them, and how can i fix it?

Damping on one axis is not supported now.

Dynamic Bone modify rotation only if a gameobject has exact 1 child.
But Boomerange1_R has 2 children: Boomerange1_2_R, Boomerange1_3_R.

Two question:

  1. It seems that if you have two dynamic bones that are also dynamic bone colliders and are set to collide with each other, one will collide with the other, but the other will not collide. In other words, A will collide with B, but B will not collide with A. Is there a solution?

  2. How do you recommend simulating soft body physics? I had an idea: create a spiral armature that goes around the inside of the body so that all bones are connected. Deforming one point will partially deform nearby points. Do you have another suggestion?

Basically trying to create a soft body simulation where objects can collide with each other.

  1. dynamic bones that are also colliders not working correctly now.
  2. dynamic bone has only one fixed end. bones can not connected freely. you may consider using Unity’s build-in physics system.

It’s gotta be your dynamic bones script. So I’ll let you know if I figure out a setup that works. I’ll skip the part where the objects collide with each other.

I found a strange bug:

If you try and modify a Dynamic Bones variable, like Damping or Inertia, using an animation clip, the script locks the value in place at runtime and it cannot be changed. If the animation clip is running, it will appear that the value has changed, but the script does not correctly apply the new value.

This would be useful to fix for VRChat - it would allow people who are moving around to increase inertia if moving quickly, as this tends to cause Dynamic Bones to go a bit crazy at the moment.

After modfing parameters, you need to call script function UpdateParameters().
so use animation clip to modify parameters will not work correctly.
You can try increase “Inert” parameter to remove character’s movement from dynamic bone’s physics simulation.

@HorngYuiWei

Is there any way to set the Root of each Dynamic Bone programmatically?

Example: I have a character with 30 hair strings, I’d like to have a Check Box that would detect and set the Root as a parent of the component. Because when I do updates to the rig and joint names change, then I need to re-attach parents many many times.

I don’t CS to do that inside the script and I would really appreciate your help.

Hi,
you can mail to willhongcom@gmail.com
I can provide a special version to support this feature.

hi Hong, congrat on this mega successful asset which is bought the most on the assetstore because boobs lol

Since this asset animates bone, is there a possible setup that i can :

  • add rigidbody to the bone
  • continously add force to the rigidbody, so it moved >> to simulate realistic wind force applied to the character.
  • the end result : character animation + dynamic bone secondary motion + wind force

pls pls pls tell me this possible.

Hi,
dynamic bone do not work with rigid body.
but you can apply force to dynamic bone by modify “Force” parameter.
or set “m_Force” by script.

Thank you for your quick reply

Hello! Is there any way to avoid these jiggles while FPS drops?

You can try Increasing “Inert” parameter.
Change “Update Mode” to “Default” may also help.

Hello, i have a problem with the asset. When the character walks the boobs move back toward the downwards and the body in a clipping ugly fashion.
I tried putting the exclusion in different bones but it doesn’t fix it.
How could i fix it? i want the boobs to jiggle when running

Try increase “Inert” parameter.
character’s movement is ignored in physics simulation.

oh thanks, that worked!

Can we get a parameter to suppress the effects of the character’s animation?

It would effectively be an opposite of the “inert” setting – where “inert” suppresses the contribution of root motion, this parameter would suppress the contribution of other animations.

The compelling example is VRChat. Due to the game’s input systems, a character’s pose will often change a large amount in just a few frames. A dynamic chain will respond violently to this. The root motion, meanwhile, is much smoother. In a VRChat asset, the setting I’m requesting would be near-max while “inert” can be fairly low.

You’ve mentioned in a few replies that it’s easy to modify the script. Unfortunately, VRChat will not accept modified versions of your script. VRChat users would not be able to use a feature like this unless it was added to an official release.