Bone Cloth


BoneCloth is a cloth simulation that controls bones (Transform).
Ideal for shaking “hair” with bones built into the mesh in advance.
See the “BoneCloth Start Guide” for the setting method.

Properties and parameters

Item Description
Root List Set the Transform to be the starting point.
Connection Mode

Specify the connection method between the bones.

Connect vertically from parent to child.
This is the parent-child structure of Transform.

A mesh structure is automatically created from the bone structure and connected.
As a result, the connection with the side is strengthened and the shape is maintained, making it stronger for collision detection.
Ideal for skirts, etc.
See the “BoneCloth Mesh Connection Guide” for more information.

Same Surface Angle Effective only when Connection Mode is [Mesh].
Angles of faces that are considered to be the same when creating a mesh structure.
It is possible to adjust the normals of the created mesh.
Update Mode

Specify the update timing of the simulation.
Update based on the frame rate. (Initial setting)

[Unity Physics]
Update based on Unity’s physics.
If the character moves within FixedUpdate, you can suppress the vibration by selecting this.

Blend Weight Blending ratio with original posture
Culling Culling System
Collider List Set the collider for collision judgment.
Merge Avatar Collider If this component is AvatarParts, it will combine Avatar colliders when attaching.
Skinning Mode Specifies how the bone or mesh to be simulated undergoes external processing.

Declares that particles will not be deformed by external factors.
In this mode, the distance and angle restorations in the simulation are calculated from the initial values.
The load is low compared to other modes.

[User Animation]
Declares that particles will be deformed by processing such as animation.
In this mode, the distance and angle restoration in the simulation will be calculated from the deformed posture after animation instead of the initial value.
This solves the problem of the cloth shrinking unexpectedly when the cloth is greatly deformed by animation.

Algorithm Calculation algorithm
Radius Particle radius for collision determination
Mass Mass
Gravity Gravitational acceleration
External Force Influence of external force
Drag Air resistance
Max Velocity Maximum speed
World Influence Movement effect
Distance Disable Invalidation by distance
Clamp Distance Maximum move distance
Clamp Position Movement restrictions
Clamp Rotation Maximum rotation angle
Restore Distance Distance restoration
Restore Rotation Rotation restoration
Collision Collision judgment
Penetration Preventing Penetration
Rotation Interpolation Rotation Interpolation