• Stars
    star
    257
  • Rank 158,143 (Top 4 %)
  • Language ShaderLab
  • License
    MIT License
  • Created about 3 years ago
  • Updated 3 months ago

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Repository Details

A unity addon for adding stretchy bouncy physics to bones and meshes.

Unity JigglePhysics

openupm

A relativistic squash-and-stretch jigglebone physics solution for characters in Unity.

Video demo on youtube.

Features

  • Supports per-bone squash and stretch, as well as per-vertex squash and stretch.

SquishyDemo

  • Realistically relativistic! Elevators, trains, and vehicles won't leave jigglebones permanently trailing behind.

RelativisticDemo

  • Works seamlessly on physics objects without jitter, with no configuration!

  • Supports animated skeletons, JigglePhysics uses it as a target reference pose.

  • Realtime rig scaling support, freely change character proportions on the fly.

ProportionDemo

  • ScriptableObject-based configuration, share settings across projects and prefabs.

ScriptableObjectDemo

Usage

A unity repository full of examples can be found here: https://github.com/naelstrof/UnityJigglePhysics. If anything below doesn't make sense, download the examples!

How to Jiggle a Rig

  1. Have a cool model attached to a bunch of transforms. SkinnedMeshRenderers look best!

A model of a purple lady

  1. Create a JiggleRigBuilder Monobehaviour on the object, and select the root bones you want to jiggle by adding them to the list of JiggleRigs.

Unity inspector animation of adding a jiggle rig and dragging a tail in.

  1. Create a JiggleSettings ScriptableObject in the project through the Create->JigglePhysics->Settings menu. Then make sure that each JiggleRig has a reference to a JiggleSetting.

Unity inspector animation of creating a jiggle setting and dragging it into the JiggleRigBuilder.

  1. Play! You can adjust the jiggle settings during play mode and see changes live-- And when you exit play mode, the settings should stick!

How to Jiggle a Skin (Advanced)

  1. Have a cool skinned model, doesn't need very many transforms, but does need to be a SkinnedMeshRenderer.

The cutest little blob of a model.

  1. (Optional) Make sure the model has some sort of mask. By default the shaders use the Red vertex color channel to mask out the motion. I like to use Blender and Vertex Color Master for this.

A blob with the most jiggly parts being redder than the non-jiggly parts.

  1. Create a JiggleSkin-supported shader with either Amplify Shader Editor, or Shader Graph for your specified shader pipeline.

With ASE, there should be a custom node automatically added to your list of available nodes: Jiggle Physics Softbody.

A simple example graph using ASE

With ShaderGraph, you must use a CustomFunction node, and use the hlsl file found at JigglePhysics/Shaders/JigglePhysicsSoftbodyShaderGraph.hsl.

A simple example graph using Shader Graph

  1. Add a JiggleSkin MonoBehavior to the object, and add the desired list of JiggleZones, with their specified JiggleSettings.

A Unity Editor animation of setting up the JiggleSkin MonoBehaviour

  1. Ensure the target skins have a JiggleSkin-supported shader applied, then Play!

A jiggly blob

Installation

You can install Jiggle Physics with OpenUPM by checking out the badge above. Otherwise...

Simply add https://github.com/naelstrof/UnityJigglePhysics.git#upm as a package using the package manager.

Or if that doesn't work, add it to the manifest.json like so.

{
  "dependencies": {
    "com.naelstrof.jigglephysics": "https://github.com/naelstrof/UnityJigglePhysics.git#upm",
  }
}

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