Https://www.2cto.com/kf/201712/707981.html
Goal
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.
Get ready
Using the Unity-chan model to test: https://assetstore.unity.com/packages/3d/characters/unity-chan-model-18705
Springbone
Original: https://rocketjump.skr.jp/unity3d/109/
Revision: Https://github.com/unity3d-jp/unitychan-crs
Learning materials
The elegant hair or ribbon implementation in Unity https://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! "https://gad.qq.com/article/detail/23907
Steps
Put the model into the scene and mount the Springmanager to the model root node as follows:
Parameter description:
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Dynamic Ratio: Softness, 0-1, smoothness of the current direction of the bone to the target direction
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Stiffness Force: Overall hardness, smaller like ribbons, bigger like rebar
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Stiffness Curve: per-node variation of hardness
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Drag forces: power attenuation, larger and smoother, smaller like multi-stick
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Drag Curve: Step-by-node change of force
Add a bone that needs to be involved in the flare springbone script, here is the 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, and so on, until the last node J_l_hairtail_ 06, no more scripts to hang.
Parameter description:
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Child: Next node
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Bone Axis: Bone direction
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Radius: Radius
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is using each Bone force Settings: whether to use its own settings and not controlled by the manager
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Colliders: objects that collide
Now running the drag model, you can see that the hair can move, but it 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 radius of the collision to match the back range, and then add this collision information to the J_l_hairtail_00 colliders object, as shown in:
Other nodes require more collision information, The following hair needs to be dealt with by colliding with the adjacent arm, and the final configuration is completed as follows:
Unity Hair Follower effect