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Dynamic Bone Chain is a component that allows you to add rigidbody physics to the bones of a rigged model or avatar. Bones with rigidbody physics are called dynamic bones; this name is derived from a Unity asset that offers similar functionality.
To add dynamic bones to a model, navigate through the model's armature in the Inspector until you locate the bone you want to use as the "root" or "master" bone. Then, attach the Dynamic Bone Chain component, and click Setup From Children. This will add the root bone and all its children to the dynamic bone chain.
The Dynamic Bone Chain component contains various properties for adjusting the physical behavior of the bone chain. The most important properties in the component are Inertia, InertiaForce, Damping, Elasticity, and Stiffness. The descriptions of each are listed below:
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
Inertia
|
Float | Controls the amount of inertia a bone experiences. Does not affect acceleration of bones. |
InertiaForce
|
Float | Controls the amount of inertia a bone experiences. Does affect acceleration of bones. |
Damping
|
Float | Controls the amount of damping a bone experiences. A high damping value will cause bones to decelerate quickly. |
Elasticity
|
Float | Controls the elasticity of bone joints. A high elasticity value will cause bones to accelerate toward their starting rotation more quickly. |
Stiffness
|
Float | Controls the stiffness of bone joints. |
SimulateTerminalBones
|
Bool | Whether or not to use the last bone in the chain. If your armature has end bones that do not control anything, you probably want this off. |
BaseBoneRadius
|
Float | The default size of the sphere that allows a bone to be interacted with. |
DynamicPlayerCollision
|
Bool | Whether or not to allow this bone chain to collide with players. |
CollideWithOwnBody
|
Bool | Whether or not to allow this bone chain to collide with the active user of the dynamic bone chain. |
HandCollisionVibration
|
VibratePreset | The vibration intensity when touching the chain colliders with a hand. |
CollideWithHead
|
Bool | Whether or not to allow this bone chain to collide with player heads. |
CollideWithBody
|
Bool | Whether or not to allow this bone chain to collide with player body parts. |
CollideWithLeftHand
|
Bool | Whether or not to allow this bone chain to collide with a player's left hand. |
CollideWithRightHand
|
Bool | Whether or not to allow this bone chain to collide with a player's right hand. |
Gravity
|
Float3 | A force like gravity in global space that should be applied to the bone chain at all times. |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
UseUserGravityDirection
|
Bool | Whether or not to use the active user of the dynamic bone chain's character controller gravity for the gravity direction |
LocalForce
|
Float3 | |
GlobalStretch
|
Float | How stretched out the bone chain should be at rest. |
MaxStretchRatio
|
Float | The maximum amount of stretching that can be caused by pulling on the bones. |
CurrentStretchRatio
|
Float | The current amount of stretching applied to the bones. |
StretchRestoreSpeed
|
Float | How quickly extra stretching dissipates. |
UseLocalUserSpace
|
SyncRefList<IDynamicBoneCollider> | Whether or not to make the dynamic bone only respond to movements generated from the user slot's local position changing. |
LocalSpace
|
Slot | |
UseParentSpace
|
Bool | |
OverrideRootSpace
|
RootSpace | |
StaticColliders
|
SyncRefList`1 | A list of dynamic bone collider components to be used. |
VisualizeColliders
|
Bool | Causes all bone colliders colliding with this bone to be displayed. |
VisualizeBones
|
Bool | Causes the bones, their colliders, and the connections between them to be displayed. |
IsGrabbable
|
Bool | Allows you to grab bones by touching them and grabbing. |
ActiveUserRootOnly
|
Bool | |
AllowSteal
|
Bool | Whether or not a second user can grab the chain while someone is holding it. |
GrabPriority
|
Int | Determines what gets grabbed if several grabbable objects are touching someone's grab sphere. The IGrabbable with the highest priority will be grabbed first. If the highest priority ties with another IGrabbable, it will grab both of those and ignore any lower priority IGrabbables. |
IgnoreGrabOnFirstBone
|
Bool | Prevents EffectorBoneIndex from being 0 while being grabbed. |
GrabRadiusTolerance
|
Float | |
GrabReleaseDistance
|
Float | How far a bone can be dragged before it automatically releases. |
GrabSlipping
|
Bool | Whether or not to make the EffectorBoneIndex increase as the hand moves along the bone chain away from the first bone in the chain. Does not let EffectorBoneIndex decrease unless re-grabbed. |
GrabTerminalBones
|
Bool | Whether or not the final bone in the chain can be grabbed. |
GrabVibration
|
VibratePreset | The vibration intensity when grabbing the chain with a hand. |
IgnoreOwnLeftHand
|
Bool | Whether or not to allow this bone chain to be grabbed with the left hand of the active user of the dynamic bone chain. |
IgnoreOwnRightHand
|
Bool | Whether or not to allow this bone chain to be grabbed with the right hand of the active user of the dynamic bone chain. |
EffectorTarget
|
SyncList<Bone> | The chain tries to position one if its bones at this slot (used for grabbing) |
EffectorBoneIndex
|
Int | Which bone is being positioned, every other bone after this acts as if it is not being grabbed |
EffectorBoneOffset
|
Float3 | |
_activeGrabber
|
Grabber | The grabber component that is grabbing this bone chain currently |
Bones
|
SyncList`1 |