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|
|Use Animated Distance||Added from v1.10.3.
When turned on, Clamp Distance and Restore Distance will be restored based on the animated distance.
Until now, the restoration was based on the distance at the time of data creation, so there was a problem that the cloth shrank unexpectedly when the cloth was greatly deformed by animation.
This check remains OFF for data created before v1.10.3, but is ON by default for data newly created after v1.10.3.
|Collider List||Set the collider for collision judgment.|
|Merge Avatar Collider||If this component is AvatarParts, it will combine Avatar colliders when attaching.|
|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|