oneyoungmean / automatic-dynamicbone Goto Github PK
View Code? Open in Web Editor NEWunity bone cloth spring system,base by jobs
License: MIT License
unity bone cloth spring system,base by jobs
License: MIT License
你好,
安裝時出現
[Package Manager Window] Cannot perform upm operation: Unable to add package [https://github.com/OneYoungMean/Automatic-DynamicBone.git]:
[https://github.com/OneYoungMean/Automatic-DynamicBone.git] does not point to a valid package. No package manifest was found. [NotFound].
[Package Manager Window] Error adding package: https://github.com/OneYoungMean/Automatic-DynamicBone.git.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
可以幫我嗎? 謝謝
这个适合解决身体部位的穿模问题吗?比如身体和手臂。
角色用的不是humanoid于是手动一个一个添加,结果选不了胶囊……
我想做个锁链的模拟动画。希望能够两端是固定跟随着动画移动,锁链中间的节点采用物理模拟。
用的是骨骼绑定的方案。
你好,
想請教一下hair low/medium/high的分別, 不知道弄頭髮時要選哪個, 謝謝.
如题
我目前使用的2018.4无法运行啊
InvalidOperationException: ADBRuntime.ColliderRead used in NativeArray<ADBRuntime.ColliderRead> must be blittable.
ColliderRead.isOpen is not blittable (System.Boolean)
Unity.Collections.NativeArray1[T].IsBlittableAndThrow () (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:103) Unity.Collections.NativeArray
1[T].Allocate (System.Int32 length, Unity.Collections.Allocator allocator, Unity.Collections.NativeArray1[T]& array) (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:76) Unity.Collections.NativeArray
1[T]..ctor (ADBRuntime.ColliderRead[] array, Unity.Collections.Allocator allocator) (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:55)
ADBRuntime.DataPackage.SetColliderPackage (ADBRuntime.ColliderRead[] collidersReadList, ADBRuntime.ColliderReadWrite[] collidersReadWriteList, UnityEngine.Transform[] collidersTransList) (at Assets/Automatic Dynaimc Bone/ADBPackage.cs:52)
ADBRuntime.ADBRuntimeColliderControll.GetData (ADBRuntime.DataPackage& dataPackage) (at Assets/Automatic Dynaimc Bone/ADBRuntimeColliderControll.cs:121)
ADBRuntime.ADBRuntimeController.Start () (at Assets/Automatic Dynaimc Bone/ADBRuntimeController.cs:82)
用的是unity2018.4.14f1版本,谢谢
compile errors:(unity:2021.3.2f1c1)
Library/PackageCache/[email protected]/Unity.Jobs/IJobParallelForDefer.cs(73,85): error CS8377: The type 'U' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeList'
Blender could not be found.
Make sure that Blender is installed and the .blend file has Blender as its 'Open with' application!
Unexpected exception System.DllNotFoundException: Unable to load the unmanaged library /Users/zego/Documents/unityStudy/Automatic-DynamicBone-master/ADB Unity Project/Library/BurstCache/JIT/a821eda026562204d491763fb0fecdee.bundle
at Burst.Backend.UnmanagedLibrary+MacOSUnmanagedLibrary.LoadLibrary (System.String name, System.Boolean addPlatformPrefix, System.Boolean addPlatformFileExtension) [0x0006d] in <9804af65145d4f02b8d9599bb5ca7619>:0
at Burst.Backend.UnmanagedLibrary.LoadLibrary (System.String name, System.Boolean addPlatformPrefix, System.Boolean addPlatformFileExtension) [0x00020] in <9804af65145d4f02b8d9599bb5ca7619>:0
at Burst.Compiler.IL.Jit.JitCacheLibraryManager.TryGetOrLoadLibrary (System.String libraryPath, Burst.Compiler.IL.Jit.GetExternalFunctionPointerDelegate getExternalFunctionPointer, System.Action& invokeBurstInitialize, System.IntPtr& libraryPtr, System.Boolean onlyAlreadyLoadedLibraries) [0x00096] in <44dde17bb74e4847ac96fa1d80d6d096>:0
at Burst.Compiler.IL.Jit.Providers.OnDiskJitProvider.BeginCompileModule (Burst.Compiler.IL.NativeCompiler+ModulePair module, Burst.Compiler.IL.NativeCompiler nativeCompiler, Burst.Compiler.IL.NativeCompilerOptions options, Burst.Compiler.IL.Jit.JitOptions jitOptions, Burst.Compiler.IL.Helpers.Hash128& moduleHash, Burst.Compiler.IL.Jit.JitCacheManager jitCacheManager, Burst.Compiler.IL.Jit.GetExternalFunctionPointerDelegate getExternalFunctionPointer, System.Action& invokeBurstInitialize) [0x00031] in <44dde17bb74e4847ac96fa1d80d6d096>:0
at Burst.Compiler.IL.Jit.JitCompiler.CompileMethodInternal (Burst.Compiler.IL.Jit.JitResult result, System.Collections.Generic.List`1[T] methodsToCompile, Burst.Compiler.IL.Jit.JitOptions jitOptions) [0x00678] in <44dde17bb74e4847ac96fa1d80d6d096>:0
at Burst.Compiler.IL.Jit.JitCompiler.CompileMethods (Burst.Compiler.IL.Jit.JitMethodGroupRequest& request, Burst.Compiler.IL.Jit.JitCompilationRequestType requestType) [0x00209] in <44dde17bb74e4847ac96fa1d80d6d096>:0
at Burst.Compiler.IL.Jit.JitCompiler.CompileMethod (Burst.Compiler.IL.Jit.MethodReferenceWithMethodRefString method, Burst.Compiler.IL.Jit.JitOptions jitOptions, Burst.Compiler.IL.Jit.JitCompilationRequestType requestType) [0x00023] in <44dde17bb74e4847ac96fa1d80d6d096>:0
at Burst.Compiler.IL.Jit.JitCompilerService+CompilerThreadContext.Compile (Burst.Compiler.IL.Jit.JitCompilerService+CompileJob job, Burst.Compiler.IL.Jit.JitCompilationRequestType requestType) [0x00491] in <44dde17bb74e4847ac96fa1d80d6d096>:0
While compiling job: System.Void Unity.Jobs.IJobExtensions/JobStruct`1<Unity.Collections.LowLevel.Unsafe.UnsafeDisposeJob>::Execute(T&,System.IntPtr,System.IntPtr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,System.Int32)
at :line 0
Shader error in 'UnityChan/Skin': Couldn't open include file 'Unlit.cg'. at line 103
Shader error in 'UnityChan/Hair': Couldn't open include file 'Unlit.cg'. at line 180
Shader error in 'UnityChan/Clothing': Couldn't open include file 'Unlit.cg'. at line 180
模型是长裙的时候,一键添加了全身的碰撞体,发现长裙皱起来了,穿模问题严重。
调小所有碰撞体,长裙不皱了但是毫无碰撞,疯狂穿模。
期待大佬给出优化方案,感谢!
试了2个Unity版本
Unity 2019.4.33f1 可以运行,但结束运行时报以下错误
InvalidOperationException: The previously scheduled job ADBRunTimeJobsTable:ConstraintForceUpdateByPoint reads from the NativeArray ConstraintForceUpdateByPoint.constraintsRead. You must call JobHandle.Complete() on the job ADBRunTimeJobsTable:ConstraintForceUpdateByPoint, before you can deallocate the NativeArray safely.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckDeallocateAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <e395ed1557354db1a729173c553a159b>:0)
Unity.Collections.LowLevel.Unsafe.DisposeSentinel.Dispose (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle& safety, Unity.Collections.LowLevel.Unsafe.DisposeSentinel& sentinel) (at <e395ed1557354db1a729173c553a159b>:0)
Unity.Collections.NativeMultiHashMap`2[TKey,TValue].Dispose () (at Library/PackageCache/[email protected]/Unity.Collections/NativeHashMap.cs:749)
ADBRuntime.ADBPhysicsKernel.Dispose () (at Assets/Automatic Dynaimc Bone/Runtime/ADBPhysicsKernel.cs:325)
ADBRuntime.Mono.ADBRuntimeController.OnDestroy () (at Assets/Automatic Dynaimc Bone/Runtime/ADBRuntimeController.cs:137)
A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details.
Unity 2021.3.8f1,编译失败,报以下错误
Library\PackageCache\[email protected]\Unity.Jobs\IJobParallelForDefer.cs(73,85): error CS8377: The type 'U' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeList<T>'
再次初始化时,虚拟节点可能存在问题
如何改造,使其支持ios平台,目前打包到ios上,dynamicBone木有效果~
参数跟作者skirt参数一样
你好, 我在模型上使用adb chain generator, physics setting選了oppai high. 開始運行時, 是正常的, 但隔一段時間後, 模型胸部的位置會少了一大塊, 如果我勾選adb run time controller, 再勾選多一次, 胸部的位置會再次出現並正常運作.
在oppai high setting我是勾選了open structuralvertical stick和enable stick collider, 其他設定是預設. 因為我的模型裝有adb collider, 請collider對胸部發揮擠壓作用, 所以勾選了這些.
如果我不勾選open structuralvertical stick和enable stick collider, 好像就沒有模型變破的情況. 但如果不勾選這兩個, collider就影響不了胸部的擠壓, 而頭髮方面就沒有變異, 請問知不知道可以如何解決呢? 謝謝
希望尽快支持webgl,祈祷ing...
如果实在支持不了,请问有WebGL平台对应的解决方案吗?
辛苦解惑,拜谢~
首先感谢作者开源这个项目,代码中注释也很丰富,使用起来也很方便。
作为api调用大师,我爱说实话兄弟们,真的不是很好用。
目前使用下来(unity2022.3,unity2021.3,我试了两个版本),我跑了仓库下的几个示例,和尝试直接把库拽到项目里用。
对于仓库的示例,首先是job的依赖问题,我直接升级了job。然后项目是不报错了,但ColliderMode
中的Collider Stick
是一点也用不了(和仓库的一些gif图和b站的视频差异很大,表现为各种扭曲抖动),Collider Point
显然很难解决各种穿模问题,如下图所示,碰撞节点滑到一边了。
对于插件的使用,首先不得不说一些配置默认了太多东西,例如裙子的父节点在Hierarchy
下一定要按照顺时针或逆时针顺序排,不然就可以看到他在角色里面画召唤阵,如下图所示(当然也可能是我没看到wiki中的相关描述)
issue中提到的aabb会碰撞节点我也遇到了,感觉像是layer mask没做好?裙子节点居然跟身体和手的aabb盒碰撞。
最后总结一下,对于不熟悉骨骼绑定和这方面碰撞检测的人来说最好不要使用,主要是Collider Stick
用不了(如果有知道怎么解决的话请务必告诉我!),想要不穿模就要猛调参数。
普通模型使用还可以,由MMD4Mecanim转换过来的mmd模型生成头发虽然生成成功了,但会出现奇怪的bug,模型位置一移动头发一直朝天左右摆动
您好,十分感谢您能分享布料模拟插件。我用你的插件尝试设置了一些头发和布料,但效果不是很理想,模型动作稍微大点,容易出现穿模和乱飞。不知您能否写一个简单的布料和头发和参数调试文档,简述一下头发和衣服的参数大概应该怎么分布。好做一个参考!再次感谢您的慷慨分享。
你好, 當設置好頭髮和胸部後, 運行時收到的error,
failed to call Animationevent AddForce of class ADBRuntimeController.
The function must have either 0 or 1 parameters and the parameters can only be: string, float, int, enum, Object and AnimationEvent.
但我見沒甚麼異樣, 所以請問為什麼有這個error, 和可以怎樣解決, 謝謝
Library\PackageCache\[email protected]\Editor\Collaborate\Collab\CollabToolbarWindow.cs(26,42): error CS0246: The type or namespace name 'WebViewEditorStaticWindow' could not be found (are you missing a using directive or an assembly reference?)
首先感谢您分享这个插件,谢谢。
我在使用您的插件时,发现使用胶囊碰撞体容易出现衣服褶皱穿模,而且碰撞的范围要比显示的范围大,效果不如用两个球形的代替的好。不知道您是否有遇到这种情况。
以下杆件似乎不能正常工作,或者不能显示Gizmos?
ADBConstraintReadAndPointControll.cs
460: void CreationConstraintHorizontal(){
...
471: if (childPointAList[0].isAllowComputeOtherConstraint || childPointBList[0].isAllowComputeOtherConstraint) return;
}
...
I am simply wondering how to get started with this. The one provided is the project file. However, if you export the entire project file and import it into the desired project, an error appears. It's also unclear where you can get a package called Jobs. I need a way to use this project in another project. Can you help me?
scale为负时的镜像,结点计算未考虑
是想找哪个城市哪个方向的工作?
有没有给骨骼链之间加约束呢?为了支持布料
试了好几次 只要搜索的节点超过了3个之后第4个开始就开始报下面错误。
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
名称那些都没错呀,换成4个以内运行就一切正常了。演示场景里面的5-Character-Dance-Test,R1N4_V2_Parker这个Model的效果就看不到,另外的两个都正常。
代码中使用了内部的碰撞器类型,但是环境当中其他碰撞器都还是用的Unity内置的物理引擎,这两者如果要交互会怎么做呢?
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