[1181] Request: Enable the physics of the root bone of the branched part of PhysBone.
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takec(たけし)
In Dynamic Bone, the root of the branched part is also physically calculated and moved. (The root bone itself does not move, but the bones beyond it behave as if the root bone bends.)
In PhysBone, the root bone of the branched part is completely fixed.
If you prepare as many PhysBone components as the number of branches with other branches disabled, you can get the desired behavior, but it will be inconvenient, so please make the branched roots move as well.
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Aev
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complete
Implemented in version 1187!
takec(たけし)
I tested Phys Bone's branching behavior in build 1187.
That's excellent. It implements the features I wanted.
Ruuubick - Designer
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Legoman99573
This has caused headache and the workaround is what you mention or throw it in blender and add a bone before it, which probably isn't the best solution in general (definitely for the quest platform) and hope it gets fixed before release.
takec(たけし)
I think there are three possible options for the behavior of the branch part.
- Each branch is calculated assuming that root can rotate, but root itself does not. (Fully compatible with Dynamic Bone.)
- Calculate each branch as if root can rotate, and rotate root itself (use average or representative because the rotation of each branch may be different)
- The branch part is completely fixed. (Current behavior of PhysBone)
naqtn
To make it easier to understand what the issue is, I made a repro video. I think possible workaround by users is inserting a GameObject between branch parent and children. The video also demonstrate this. https://twitter.com/naqtn/status/1500467312821878784
whiteflare
There are many branching objects that do not want themselves to move, for example, the root of a skirt or the root of a hair.
The same is true for DynamicBone, which does not update the Rotation of branching objects because it does not want them to move.
The end of the branching object changes position, but if you don't want that to move either, you can fix it by setting the Stiffness of the branching object to 1.0. (This situation also occurs at the root of the skirt and the root of the hair.)
Because of these situations, it would seem that simply allowing branching objects to move in PhysBone would break the setup now configured in DynamicBone.
I thought the best solution would be to add a simple configuration that normally does not move, but allows it to move.
whiteflare
This is the situation. I do not want this SkirtRoot object to rotate.
takec(たけし)
whiteflare:
In such a case, when using Dynamic Bone, I think that it has been fixed by stiffness.
If you didn't use stiffness, the bones would have moved.
I have prepared a demonstration movie.
My suggestion is closer to the behavior of Dynamic Bone so I think the conversion will work better.
If you don't want to move it, you can fix it using immobile as before.
Gireison
takec(たけし): this is a very good representation of the behaviour change we see with physbones. A lot of avatars and even a couple of bases expect the normal dynamic bones behaviour (the middle one in the video). Making it possible to get this sort of behaviour back would be beneficial, especially for the auto conversion at the moment.