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Phys bones require end bones (or end points) or they won’t move so here’s how to fix that in Unity! #vrchat

11,611 次观看 • 2 个月前 •via X (Twitter)

3 条评论

Houndds 的头像
Houndds2 个月前

I don't think this is a good way to do it, feels like it'll be less optimized. Adjusting the endpoint Y axis is enough (without adjusting the multi child type), most of the time. this feels a lot more complicated then it needs to be

Nanochip 的头像
Nanochip2 个月前

The only UmAchtually🤓☝️ I would clarify along with this vid, is please DO NOT export your FBX from blender with "Leaf Bones" ticked on, as this dramatically increases the bone count unnecessarily. Doing what is exactly shown in this video is perfectly fine though! The empty game objects are not included in the total bone count, but rather the physbone transform count (as expected).

Massgaming 的头像
Massgaming2 个月前

Unrelated but this is also a good way to make physbones without an actual bone at all. just use two game-objects instead of one.

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