FluX Dynamic

Hello everyone!
FluX Dynamic is a physical behavior control tool that enables the movement of “hair”, “skirt”, “tail”, etc. in Unity.
You can adjust them with simple parameters while checking the moving area on the Unity editor.
FluX Dynamic has a unique design that does not use Physics to reduce the physics calculation process.
Therefore, it can be run on all platforms supported by Unity, from high-end to mobile.

[Features]
・Settings/adjustments can be completed in the editor (can also be controlled by scripts).
・The movable area is visualized in the editor, making it easy to set and adjust.
・A unique design that does not use physics, it reduces the physics calculation process.
・It can be used on a wide range of platforms, from high-end to mobile.
・Works on all platforms.
・All source code is included.

[Required]
・2018.4.31f1(LTS) higher

©Unity Technologies Japan/UCL

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That look nice! But what’s the differences/benefits in compare with already existing solutions like Dynamic Bone or let’s say Boing Kit?

Hi pigglet,
Thank you for your question!

Comparing with others, FluX Dynamic includes a setting that takes into account “cloth” like skirts.

1. The skirt is designed to be linked to the animation movement without using collision,
so even if the character or animation moves at high speed,
the skirt will not interpenetrate the legs.

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2. Multiple cloths (two or three cloths) can be controlled so that they do not stick out. 6943337--816317--多重の布.jpg 6943337--816320--多重スカート.jpg

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3. You can easily change the form of an object by inflating it.6943340--816323--スカートなどのフォルムの変更.jpg

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4. Tails, hair, skirts, etc. can be controlled by AngleLimit parameter for each joint.
6943346--816326--角度限界で制御.jpg

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oh, I see! Yes, that’s interesting!

Hello.I am interested in this asset.
Can this asset do multi-threaded physics control?I am expecting the performance to use very little CPU power for the main thread.

Hi ohbado,
Thank you for your question.
Unfortunately, this tool does not support multi-threaded calculations.
The calculations are done in the main thread.

Hi,
Does the mesh must have bones ? or everything can be set in the editor …

Hi pietrina,
Thank you for your question.

FluX Dynamic is designed to control bones only.
The reason for this is that controlling Mesh
vertices will cause a processing load.
However, as per attached video, even if you don’t have “FBX, Bone, Mesh”,
you can create a bone in the Editor and move it with FluX Dynamic.

https://www.youtube.com/watch?v=DAekzVnQGFE

i encounter a error when adding this in a character prefab scene, any help would be appreciated.
Object reference not set to an instance.
How do i fix this error?

Hmm… I can’t reproduce it here.
HangManager is attached to Hang, isn’t it?
Hang is four letters with no spaces, right?

Is it possible to attach a project to support?
And version information for Unity.

support@beyondjapan.co.jp
7010491--829312--Hang.jpg

Hello I managed to find the problem. However I ran into another one.

when I follow your video

just with setting up the skirt,

I get this error. my character skirt flips upwards.

Hi thegrailvr,
Thank you for your question.

Hello I managed to find the problem.
First of all, I’m glad you were able to solve the problem.


I’m trying to identify a new problem.
Maybe using AngleLimit will cause problems?7013758--829822--AngleLimit.jpg

the defualt is 0 but isnt setting it to 90 allowing it so the skirt can indeed flip to 90? would setting it to 0 mean the dress skirt cannot flip?

Hi thegrailvr,
Thank you for your question.

The size of AngleLimit is the number of joints.
7014469--829921--AngleLimit_Num.jpg

<<<<< This was during model creation >>>>>
When using AngleLimit, the orientation of the bones in the model is very important.
The reason for this is that the AngleLimit is based on the orientation of the bones.
7014496--829927--BoneOrientation.jpg

7014622--829957--AngleLimit_2.jpg

our character zyx direction is not the same as the plugin however, are we still able to set it up accordingly just that x,y,z settings may be differnt? or we must be the same?