266 lines
16 KiB
Plaintext
266 lines
16 KiB
Plaintext
_________________________________________________________________________________________________________
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Package "Tail Animator V2"
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Version 2.0.7.4
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Made by FImpossible Creations - Filip Moeglich
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https://www.FilipMoeglich.pl
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FImpossibleGames@Gmail.com or Filip.Moeglich@Gmail.com
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_________________________________________________________________________________________________________
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Unity Connect: https://connect.unity.com/u/5b2e9407880c6425c117fab1
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Youtube: https://www.youtube.com/channel/UCDvDWSr6MAu1Qy9vX4w8jkw
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Facebook: https://www.facebook.com/FImpossibleCreations
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Twitter (@FimpossibleC): https://twitter.com/FImpossibleC
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Google+: https://plus.google.com/u/3/115325467674876785237
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_________________________________________________________________________________________________________
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Package Files Contests:
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- Tail Animator - V2 Demo Examples.unitypackage:
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Few exmaple scenes, models and scripts showing some features of Tail Animator V2
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- Tail Animator V1 to V2 Converter.unitypackage:
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Overriding Tail Animator V1.3.7.1 with buttons to convert Tail Animator V1 to V2
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(Warning! You have to adjust motion variables anyway to make animation look the same)
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Package also contains Tail Animator V1 example scenes and example scenes assets.
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- Tail Animator - Tails to Use.unitypackage:
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Few example models which can be used in any way by owner of the package.
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_________________________________________________________________________________________________________
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Description:
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- Tail Animator is animating chains of transforms (it can be 3D/2D model bones)
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simulating physical behaviour and can be highly customized
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- Package is providing mesh skinning API which can be used to create skinned mesh
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renderers inside editor or in playmode (runtime)
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- Tail Animator component is providing highly customized inspector window (GUI)
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to help user design desired motion responsively
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- Package is providing many example scenes presenting different features which can
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be unpacked to project with “Tail Animator - New Demo Scenes” unitypackage file
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- In package’s demo scenes are used models with dense meshes (not optimized for
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mobile for example) so package is providing few optimized tail models for custom
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usage or to be used as rigging reference and it can be unpacked to project with
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“Tail Animator - Tail Models for custom usage” unitypackage file
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- Package is providing tools to convert old Tail Animator V1 scripts to new one, it can
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be unpacked to project with “Tail Animator - V1 to V2 Converter + Old Examples”
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- Tail Animator motion can be combined with skeleton keyframe animations to make
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it more elastic and smooth
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_________________________________________________________________________________________________________
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Version history:
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V2.0.7.4
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- Fixed issue of Tail Animator not updating after being disabled, when using Fixed Update Late mode.
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- <IK Align End With Target> now is using all 3 axis for rotation
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V2.0.7.3
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- Implemented <IK Align End With Target> parameter, to make last tail bone be rotated as IK target object
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V2.0.7.2
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- Fixed dynamic colliders inclusion trigger sphere radius scale
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- Dynamic inclusion trigger collider reference is now accessable throught variable "GeneratedDynamicInclusionCollider"
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V2.0.7.1
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- When time scale is set to zero, tail motion will pause
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V2.0.7
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- Support for CharacterController collider
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- Added IK Invert Order option for Tail Animator IK
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V2.0.6
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- Reworked wind effect
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- Polished "Detach" feature which makes algorithm works up to 6 times faster but IT DOESN'T WORK WITH ANIMATED MODELS! It's good for example for cloth.
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- Some optimizations
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V2.0.5
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- Inspector window now is less vertical long, tweak categories are selected in horizontal menu
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- Added experimental version for 2D collision detection
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- Optimized some collision algorithms
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- Added "Animate" Roll toggle (under "Additional Parameters") which will make smooth rotate bones in forward axis (Tail Animator V1 style)
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---------- !!! WARNING FOR BIG UPDATE TO V2 !!! ----------
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Tail Animator V2 is using only one and new component for all Tail Animator features, old Tail Animators V1 can be converted to V2 component by importing Converter unitypackage.
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Tail Animator V2 motion can look different after conversion so it needs some adjustements after conversions.
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V2.0.0
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- New component containing all other components features (only it should used from V2) - Tail Animator V2
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- New GUI
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- Language support for inspector tabs titles
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- New parameters: "Slithery" -> V2 Slithery setted to 1 / 1.2 will make motion look almost the same like V1 motion
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"Curling": Similar to V1 "Sensitivity" parameter
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"Sustain" (experimental): Making tail bounce more after moving (more noticable with boosted "Springiness")
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"Unify Bendiness" (experimental): Making tail bend in similar way no matter how many bones / how long tail model is
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"Reaction Speed" / "Rotation Relevancy" / "Animation Mode": Working in almost the same way like V1 "positions / rotations speed
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- Fixed Update Rate mode to make Tail Animator motion look the same in Higher / Low fps domain
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- "Prewarm" option to pre-animate tail before first game frame to avoid jiggly start in some cases
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- "Root to parent" parameter replaced by "Include" / "Exclude" dropdown next to "Start Bone"
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- "Queue to last update" renamed to "Update as last"
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- "Blend To Original" renamed to "Tail Animator Amount" and reacting in reverse way than old "Blend To Original"
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- New parameter "Limit Axis 2D" to restrict tail animator for rotating around 2D space (please adjust auto waving axis if you using "Auto Waving" - some cases can't be restricted)
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- All main parameters now have possibility to spread values separately on each tail segment with curve
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- "Use Waving" renamed to "Auto Waving" and putted into new "Additional Modules" tab
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- "Fixed Cycle" for syncing tails waving animation for "Auto Waving"
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- "Collisions" feature in additional modules tab
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- Collisions algorithm upgraded and enchanced with some new paramters
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- "Collision Swapping" renamed to "Reflect Collisions" and working in reverse way than V1 parameter
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- Experimental "Collisions Slippery" parameter to make tails slide a bit less on colliders
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- Selective collision space have new tab "Dynamic World Colliders Inclusion" to dynamically add colliders from scene with trigger collider
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- "Partial Blend" as module
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- New "Inverse Kinematics" feature using CCD IK
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- New experimental "Deflection" feature to make collision affect back tail segments when deflecting it
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- New "Disable when Far" feature to smoothly disable tail animator when is far from main camera or other object
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- Experimental wind effector
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- Upgraded Mesh Skinning API to be used in Editor but also in Playmode
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- New demo scenes
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- Possibility and examples of cutting tail to smaller ones and generating additional segments dynamically
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- Example of generating tail model procedurally and skinning it in runtime
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- And much more small improvements
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v1.3.7.1
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- Added possibility to cull component's calculations with affected mesh visibility
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- Fixed issue with deactivating tail animator in first frame from code then activating - tail animator wasn't properly initialized in this situation
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v1.3.7
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- Added capsule collision option for World Space collision (not balanced yet)
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- Upgraded FTail_Skinner efficiency (spreading weights)
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- Now after skinning model with FTail_Skinner, vertex colors for meshes will be unchanged
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- Added download link for DynamicBone syncer in "DynamicBone Syncer.txt" to sync DynamicBone's collision system with tail animator and combine motion
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(between 1.3.7 and 1.3.6)
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- Added new animation parameter "Motion Influence" - if your character moves too fast you can controll influence of position changes for tail motion.
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- Added "Animate Root" option, which is applying animation rotations of first chain in bone like "Animate Corrections"
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- Small changes and fixes inside inspector window
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v1.3.6
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- Added "Max Angle" variable to limit maximum rotation of each segment from it's initial rotation
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- Using "Max Angle" parameter, enables other parameters to limit selective axis of rotating, otherwise all angles are clamped to "Max Angle"
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- Added parameter "Stiff Tail End" in "Experimental" tab which is making last tail segments more stiff for some extra tweak for tail motion
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- Upgraded behavior of "Gravity" parameter
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- Added new example scene and models for testing behavior of Tail Animator for hair
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v1.3.5
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- Added "Sensitivity" variable to give much more animation customization possibilities for tail motion, this variable making tail being more stiff (when lower) or entangled (when higher)
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- Added "Springiness" variable to give much more animation customization possibilities for tail motion, this variable gives tail more jiggly motion when cranked up
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- "MaxPositionOffset" variable replaced with "Max Stretching" which is 0-1 slider, on value 1 tail can stretch freely, on value 0 can't stretch a bit, setting this value to about 0.15 is giving the most natural feeling to the motion
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- Better support for single bone tail chains (root to parent toggle)
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- Cleaning code resulting in few optimization, preparations before next versions optimizations
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- New approaches to collisions, now there are three different methods of detecting collisions to choose (only in world space), old one is called "Rotation Offset" (needs bigger sphere tail colliders but works better in collision with mesh colliders), different methods can work better depending on situation etc.
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- Now you can choose to use world collision detection (collision space variable) or just include needed colliders without use of rigidbodies (quicker and smoother)
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- "Collision Swapping" (under Physics Tab - not available for 'Parental' look up method - it does it partially anyway) which is making collisions being less reflective in segment rotation (will be polished in next updates)
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- Added new demo scene "S_TailAnimator_Demo_CollisionWall"
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- Added info in ReadMe.txt which directories you can remove to purge unnecessary files if you don't need demo scenes anyomore
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- Some cleaning and changes inside inspector window for quicker navigation
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+ (hidden update) Different variations of tail model examples models and scene
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v1.3.0
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- SmoothDelta changed and upgraded to SafeDelta to support more smoothed motion when fps are very unstable
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- Added option "Selective Rotations Not Animated" if some bones in tail chain don't have rotation keyframes in source animation
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- 'Rolled Bones' replaced with field where we can select LookUp algorithm, added 'CrossUp' algorithm which can support tail motion more precisely than previous methods and 'Parental' which seems to be the most universal but giving a bit different motion (then crank down positions and rotations speeds variable)
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- Added 'MaxPositionOffset' variable to limit stretching of tail when object moves very fast
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- Added 'Curving' and changed logics of 'Gravity' variable in "Experimental" tab
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- Added 'Fuman Elasticness' example scene
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- Some upgrades in the inspector window
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v1.2.9
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- Updated Skinner component to work with newest unity versions
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- Updated algorithm for "Rolled Bones" option
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- Updated algorithm for 'RootToParent' feature
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v1.2.8
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- "Advanced" option for waving animation, waving which is using perlin noise to calculate rotation of optional root animation
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- Some fixes for inspector windows
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- Added icon on the right inside hierarchy to easily indicate objects with attached tail animator
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- Added menu items under "Add Component" > "FImpossible Creations" > "Tail Animator" > Tail Animator Components
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v1.2.7
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- Support for realtime scalling object with tail animator attached
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V1.2.6
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- Added experimental collision detection feature
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- New example scene with collision feature
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- Added parameter "Gravity Power" simulating weight of tail
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- Some fixes inside editor stuff
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V1.2.5
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- Added support for one and two - length bone chains
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- Added variable "Root To Parent" to make first bone in chain be affected by parent transform (sometimes you will have to toggle "Full Correction" variable to make it work)
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V1.2.4
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- Added component "FTail_Animator_MassUpdater" which handles tail animators update method in one Update tick, it can boost performance of tail animator when you are using a lot of tail animators (from more than 100 it can give some boost, but when more tail animators, then difference more noticable)
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- Added new example scenes:
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Fockatrice: Quadroped creature with tail, wings, long neck and feather like elements, all of that enchanced by tail animator to give you some ideas
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Flime: Not animated slime model with some bones, animated only by tail animator components
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Hair performance tests: Scene with different hairstyles using lots of tail animator components !read provided info on canvases!
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Furry Fiped: Rouch example showing how many tails you can compute in the same time with low cpu overload in reference to components count
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V1.2.3
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- Added toggle "Queue To Last Update" which is putting component update order to be last, helpful for integrating other components which affecting bones hierarchy from code like Spine Animator
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So when you have this option toggles, tail animator will work on bones positions and rotations dictated by spine animator, not by unity animator
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- Few small polishes
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V1.2.2
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- Small tweaks for inspector window
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- Added Button "Connect with animator" which is changing variables 'Refresh Helpers', 'Full Correction' and 'Animate Corrections' so you switch to newest feature with one click and more intuitivity
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- Added toggle 'Refresh Helpers' which is refreshing helper variables in next frame, to use when your model's T-pose is much different from animations of tail chain you want to animate (for example arms)
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this option allows you to add tail animator to character's arms, pelvis etc. enable 'Full Correction' and 'Animate Corrections' so your model starts to be elastic and you can adjust stiffness
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- Added manual pdf file with visual friendly description to help you use Tail Animator features in most effetive way
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V1.2.1
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- Option "Auto go through all bones" under "Tuning Parameters" is renamed to "Full correction" and is upgraded
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to calculate correction for each bone individually, makes it match initial pose at lazy state
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also added new option "Animate Corrections" when you toggle "Full correction" which is matching keyframed animation's rotations
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V1.2.0 [Big Update]
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- Removed some scripts because they are not needed anymore, they're replaced by more efficient ones
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(FTail_FixedUpdate etc. because now you can choose which update clock should be used inside inspector)
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- Animator components are renamed to be more intuitive
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(FTail_Sinus to FTail_Animator, FTail_MecanimBones to FTail_AnimatorBlending, FTail_2D to FTail_Animator2D etc.)
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- Upgraded custom inspector and added rendering gizmos in scene view
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- Added icons for individual components so you find them easier
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- Added FTail_Editor_Skinner component to skin static meshes onto skinned mesh renderers with tail bone structure inside unity editor
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- Now bones hierarchy will not be changed at all in order to animate tail
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V1.1.2
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- Added "Automatic" tuning option for fixing orientation axes automatically by default
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- Added another auto-tuning wrong rotations options, making Tail Animator more universal to cooperate with different skeleton structures
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V1.1.0
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- Added new examples and components to animate transforms with tail animator in 2D space- UI and Sprites
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- Now you can put one transform to bones list and it will be root bone, so you can have component attached to much other object than tail bone
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- Custom inspector to see all parameters more clear
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- New example scenes
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- School of fish example scene
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V1.0.1
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- Added overrides for Start() method because in some cases it wasn't executed for some reason, probably different .net targets
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- Updated fSimpleAssets resources to V1.1
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V1.0 - 18/07/2018:
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Initial release |