Unity Physics-Based Animation (Ponytail)

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  • Опубликовано: 14 дек 2024

Комментарии • 10

  • @KrisHammes
    @KrisHammes 9 лет назад +1

    This is Really cool, i Didnt know this was possible :)

  • @HectorBarrerasAlmarcha
    @HectorBarrerasAlmarcha 10 лет назад +1

    How did you achieve this?

    • @UIMotionEffects
      @UIMotionEffects  10 лет назад +3

      Well, First make a character with a ponytail.
      You need the bones for the pony tail, and the entire mesh is skinned. Export the skinned mesh with all the bones.
      Make animation. Before exporting, select the bones and mesh except the bones which are to be animated using Unity physics. Make sure that the ponytail bones have no animation keys.
      In Unity, apply proper physics settings and character joint(or other joint) to your each ponytail bone. If collisions between the ponytail and the body are needed, put rigid bodies and colliders to the body part with the 'Is Kinematic' option turned on.

    • @HectorBarrerasAlmarcha
      @HectorBarrerasAlmarcha 10 лет назад

      Awesome! Thanks a lot!

    • @blackboot13
      @blackboot13 10 лет назад

      Hj Zo
      What do you mean by "proper physics"? I tried Hinge joint but the ponytail just floats around very unnaturally, twists and bounces in the air even if the character is not moving. Should I set higher mass value to the tip of the ponytail bone (it has 3 bones total)? I have Unity 4.6. And another question: could one achieve similar natural movement for a simple cloak?

    • @UIMotionEffects
      @UIMotionEffects  10 лет назад

      blackboot13 Well, I'm writing a post about the physics settings of the ponytail. I'll give the link ASAP.

    • @blackboot13
      @blackboot13 10 лет назад

      ***** that sounds great! Thank you very much!