Unchained.assetbundle for VAM. I am re-releasing this great asset from rezzabae for an upcoming scene. The physics on this are just superb and one of the only working examples of well-written scripts and physical designs for this I can find at all. It's truly great work, I'd love to be able to find this guy and see what else he could make but can't find anything he's done in years or find any contact so I've modified these scripts slightly to make them a bit better, primarily removing the log messages and updating the chain links on the fly every time the chain link count is changed to allow a lengthening/shortening of the chains via trigger. It's a super asset, I'll release an example scene with it in use shortly. Meantime if you want to use it in your own scene, here is the original instructions from the man and check out that image at the bottom showing how the cuff physics and colliders work - that, guys, is how you do it ....
It contains a procedural chain and some cuffs. To make the asset work you need to create two CustomUnityAssets.
If you like to create your own cuffs, set the objects pivot to the point where the chain should be connected and take care to not intersect with a collider at this point.
The previous version "my.assetbundle" contains some roped cuffs in early stage. Roped cuffs are hard to make procedural cause you need to alter the skinned mesh if you change the bone count. I wont put any effort into that...
***HINT: If you turn of Physics and Collision on the cuffs object, you can move around the cuff while its still connected to chain, you should always set the controls of the cuff to off***
*** Chains Param depend on each other, you will have to find the best combo for each object, scale, link count combination and chain orientation, also the force pulling on the cuff makes a huge difference. ***
Just share, don't care...
That's how a connectable object should look like, there is no Rigidbody component nor joint. Try to avoid meshcollider, capsules seems to work best....
It contains a procedural chain and some cuffs. To make the asset work you need to create two CustomUnityAssets.
- Set the first Asset to ProceduralChain.prefab or Chain.prefab from unchained.assetbundle and add script ProceduralChainV2.cs as plugin.
- The second asset, you can set to whatever you like. Add the scripts cuffs.cs to the second asset as plugin and select the connected Atom in plugin gui, it will only show valid targets.
If you like to create your own cuffs, set the objects pivot to the point where the chain should be connected and take care to not intersect with a collider at this point.
The previous version "my.assetbundle" contains some roped cuffs in early stage. Roped cuffs are hard to make procedural cause you need to alter the skinned mesh if you change the bone count. I wont put any effort into that...
***HINT: If you turn of Physics and Collision on the cuffs object, you can move around the cuff while its still connected to chain, you should always set the controls of the cuff to off***
*** Chains Param depend on each other, you will have to find the best combo for each object, scale, link count combination and chain orientation, also the force pulling on the cuff makes a huge difference. ***
Just share, don't care...
That's how a connectable object should look like, there is no Rigidbody component nor joint. Try to avoid meshcollider, capsules seems to work best....