Unity Hair Follower effect (Springbone)

Source: Internet
Author: User
Target

To achieve the role of the sleeves, hair, skirt, cloak, tail, etc., in the role of movement, can produce a follow-up effect. Similar to the King Glory role display interface, specific description: http://youxiputao.com/articles/11495 Preparation

Use Unity-chan model to test, download address: https://assetstore.unity.com/packages/3d/characters/unity-chan-model-18705 Springbone

Original: http://rocketjump.skr.jp/unity3d/109/

Revision: Https://github.com/unity3d-jp/unitychan-crs learning materials

The elegant hair or ribbon implementation in Unity http://1vr.cn/?p=1922

Unity Dynamic Skeleton Plugin streamer animation based on bone real-time operations https://www.cgjoy.com/thread-181206-1-1.html

"Flowing hair" how to make beautiful hair flowing under the mobile device. "Http://gad.qq.com/article/detail/23907 Step

Put the model into the scene and mount the Springmanager to the model root node as follows:

Parameter description:

Dynamic Ratio: Softness, between 0-1, the degree of smoothness of the current direction of the bone to the target direction

Stiffness force: The overall hardness, the smaller like ribbons, the larger the steel like

Stiffness Curve: Per-node variation of hardness

Drag force: Power attenuation, the larger the more silky, the smaller like a multi-knuckle stick

Drag Curve: Progressive node change of force

Add a springbone script to the skeleton that needs to be involved in the flapping, and here is an example of the left hair:

The node j_l_hairtail_00 is the beginning of the hair, at which point the springbone script is added, the child property is set to the next node, so that it goes back and forth until the last node j_l_hairtail_06, without having to hang the script again.

Parameter description:

Child: Next Node

Bone Axis: Bone Direction

Radius: Radius

is using each Bone force Settings: whether to use its own settings and not controlled by the manager

Colliders: The object to collide with

Now run the drag model, you can see the hair can move, but will be interspersed with the body. So to configure the scope of each node may collide, such as the first node j_l_hairtail_00, because near the upper part of the back, will only be interspersed with the back, so as long as the back to add the collision information Script Springcollider, adjust the size of the collision radius, Make it match the back range, and then add this collision information to the J_l_hairtail_00 colliders object, as shown in the following illustration:

Other nodes need more collision information, the following hair needs to be collided with the adjacent arm, the final configuration is completed as follows:


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