[1181] Inside Colliders
complete
ZenithVal
Inside colliders were occasionally a very useful tool in dynamic bones, it'd be nice to see this as an option with avatar dynamics.
If the inside collider's radius was 0, it's very simple to mimic that setup with an aim constraint but for a radius other than that it's a bit more difficult.
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Ruuubick - Designer
complete
NotAKidoS
Example of inside collider usage and its physbone equivalent.
GotoFinal
For sure needed or otherwise we will end up with avatars doing this: https://twitter.com/MANKALO_kr/status/1500293280227295233
Every missing feature will be replaced by someone making some much more laggy workaround
Ruuubick - Designer
tracked
Kosyne
I used these to give a tail a lot of motion, but keep it from clipping around the front when moving. Way more reliable than torso colliders.
NotAKidoS
Kosyne: there is a max angle limit setting for physics bones now
Kosyne
NotAKidoS: it's not quite the same thing. I don't want to limit the rotation, it should be able to spin in a circle even. I just don't want it going around the front of the avatar. That use case isn't possible with angle limit
I do suppose it might be possible with planar colliders. Wouldn't be quite as good though (potential clipping at extreme top and bottom angles).
NotAKidoS
Kosyne: still feel a max angle limit would 100% accomplish that as each bone down the chain has its own angle limit with a curve
NotAKidoS
using max angle you can replicate a lot of the uses for inside colliders, but sadly there is no offset for finer control
made a canny for offsetting max angle setting: