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VAM Cuffs and Chains (and Rope) 2.1.0 Final


2 Screenshots

About This File

Unchained.assetbundle for VAM.

It contains a procedural chain and some cuffs. To make the asset work you need to create two CustomUnityAssets.

 

  1. Set the first Asset to ProceduralChain.prefab or Chain.prefab from unchained.assetbundle and add script ProceduralChainV2.cs as plugin.
  2. 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...

 

Known issues:

- the Left arms collider of the vam person seems to be different to the right, maybe a little bit smaller. Cuff on the left tends to slip away or clip through... Can't do anything against that :(

- please report bugs getting bored :D

 

Planned:

- none, it's done...

 

***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....

SampleCuff.jpg.90a5e37fda393147e254f4ce2d766d61.jpg

 

CuffComponents.jpg.b1230d92c9ce30935118155f0f3d2966.jpg

 


What's New in Version 2.1.0 Final

Released

 

New:

- Added Material params in gui


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