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Post by aleksandr409 on Jan 17, 2020 20:55:21 GMT
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Post by Legion on Jan 17, 2020 23:29:12 GMT
Are the bones of the part where you want to apply Dynamic Bone animated? I think I remember that it only works with bones that have been previously registered in the animation.
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Post by aleksandr409 on Jan 18, 2020 11:44:04 GMT
At the moment, standard Invector animations are used so I think there are no breast bones there.
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Post by ejlnmusic on Jan 18, 2020 20:44:23 GMT
No problems at all using dynamic bone and Invector
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Post by aleksandr409 on Jan 21, 2020 17:51:13 GMT
No problems at all using dynamic bone and Invector Hello, can you send the settings you are using. I'm facing a twitching problem.
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Post by ejlnmusic on Jan 21, 2020 18:16:00 GMT
Show the video of twitching and setup...sending you mine setting will not solve anything for you I think as my setup is rather different from yours...Anyway here is a video of it working:
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Post by aleksandr409 on Jan 21, 2020 18:21:45 GMT
I haven't done Build yet, but when the two Game and Scene Windows are open, there are no twitches. If only what is seen at the end of the video is strange twitching
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Post by ejlnmusic on Jan 21, 2020 18:35:12 GMT
When she is leaning (this is when this happens) I think some collider is causing the issue...try reducing the size of dynamic bone colliders or reduce her leaning
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Post by aleksandr409 on Jan 21, 2020 18:49:05 GMT
Thanks. I'll try it later and write about the result
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Post by tsuyoiraion on Sept 26, 2020 0:25:01 GMT
I seem to be having this issue as well but in my case it's a cloth around the waist, with a lot of tinkering i was able to get the twitching to stop during all actions except IK. My issue is Final IK tweaking out the bones when the feet adjust for the IK.
Not sure exactly why but as soon as Final IK is off it works fine, so has to be something between the 3 systems.
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Post by tsuyoiraion on Sept 28, 2020 22:03:10 GMT
I was able to fix this with a small edit
Use Unity's execution order function: from menu Editor->Project Settings->Script Execution Order add both Final IK and Dynamic Bone scripts , put Dynamic Bone after Final IK.
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