Dynamic Bone - Realistic swaying ponytail and bouncing boobs

After Unity 2022 with IL2CPP, Dynamic Bone occasionally crashes when multithreading is enabled.
The implementation of multithreading in Dynamic Bone is straightforward,
the performance gain is not significant. So it is disabled now.

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Small feature request to make m_DistantDisabled accessible from other scripts so that we can piggy-back on the distance checks that are done in DynamicBone. I can do them again in my own scripts but its more performant if everything was to use a single source of truth for many gameobjects running the logic.

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Personally, as I have been using Dynamic Bone for a long time, patching it up with all sorts of scripts, I would like the author to improve few things;

First of all, World space. Now it works in local space only. The parameters for the gravity and the force are vague. As Will has mentioned, the system recognizes the position only. So if any of your joints underneath rotates, you end up having problems. This is where the world rotations should kick in.

Secondary, the limitation of the joints. A simple sample; make a sphere, attach a dynamic bone collider to it. Then, add a hand, trying to reach out the sphere. Works, kind of. The problem comes with the hand, as the fingers bends beyond the limits. The current locking doesn’t apply.

Thirdly, let’s make this sphere/fingers another way around. So now your fingers are not limited. Let’s assume every vertex of the sphere has a limited space you can effect them. Again, a balloon. Now, what could happen is each dynamic bone driven joint has a distance limit what they can move.

Just my ideas, tackled these with external scripts, could be embedded.

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I just purchased Dynamic Bone and can see my character’s cape physics working when I move it around, but when I run an animation that moves around, such as dancing, the cape doesn’t respond to the animation moving it around. Is there something I’m missing?

Thanks!

Hi,
A screenshot or video to show the problem should be helpful.
You can also send a test Unity project to willhongcom@gmail.com

Will Hong

Hi,

Im using this plugin for bouncing breast but i have one problem, for some reason when i start the game the breast bounce for all directions but only at the start after that it works fine, do i need to configurate something else?

Hi,
It may due to long frame delay or large position change when starting game.
you can try increase “Inert” parameter.
Disable and enable Dynamic Bones when starting game may also helpful.

Just a quick ask before buying. Is it possible to lock 2 axis at the same time, so it’s only affect one and is there a joint angle limitation i can manualy adjust so its not past specific angle?
So what i want to achieve is add some some jiggle to a weapon sling attachments, which are naturally rotates on only one single axis.

“FreezeAxis” feature constrain bones to move on specified plane.
“Stiffness” parameter is similar to angle limitation.
You can also request an evaluation version before buying.