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
|Root List||Set the Transform to be the starting point.|
Specify the connection method between the bones.
|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.
Specify the update timing of the simulation.
|Blend Weight||Blending ratio with original posture|
|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.
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.
|Radius||Particle radius for collision determination|
|External Force||Influence of external force|
|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|
|Rotation Interpolation||Rotation Interpolation|