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@edwios
Created November 27, 2018 05:40
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Jiggle bone for Unity
//
// Jiggle Bone (Simple version)
// - by WarpZone
//
// TO USE:
// Simply attach this script to any Transform in your model's hierarchy.
//
// FEATURES:
// - It doesn't matter what the forward normal of your bone is, it just works.
// - Bounce and sway can be configured independently
// - Simple script is Simple.
//
// If you want to call the bounce code using some sort of manager script, comment out the JiggleBonesUpdate call and SendMessage JiggleBonesUpdate from your Manager instead.
// This is useful if you want to control which bones update first, or strategically layer other procedural animation effects at runtime.
//
using UnityEngine;
public class jiggleBone2 : MonoBehaviour {
public float bounceFactor = 20;
public float wobbleFactor = 10;
public float maxTranslation = 0.05f;
public float maxRotationDegrees = 5;
private Vector3 oldBoneWorldPosition;
private Quaternion oldBoneWorldRotation;
private Vector3 animatedBoneWorldPosition;
private Quaternion animatedBoneWorldRotation;
private Quaternion goalRotation;
private Vector3 goalPosition;
void Awake()
{
oldBoneWorldPosition = transform.position;
oldBoneWorldRotation = transform.rotation;
}
void LateUpdate()
{
JiggleBonesUpdate();
}
void JiggleBonesUpdate()
{
//Mesh has just been animated
animatedBoneWorldPosition = transform.position;
animatedBoneWorldRotation = transform.rotation;
goalPosition = Vector3.Slerp(oldBoneWorldPosition, transform.position, Time.deltaTime * bounceFactor);
goalRotation = Quaternion.Slerp(oldBoneWorldRotation, transform.rotation, Time.deltaTime * wobbleFactor);
transform.rotation = Quaternion.RotateTowards(animatedBoneWorldRotation, goalRotation, maxRotationDegrees);
transform.position = Vector3.MoveTowards(animatedBoneWorldPosition, goalPosition, maxTranslation);
oldBoneWorldPosition = transform.position;
oldBoneWorldRotation = transform.rotation;
}
}
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