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Skeleton

A Skeleton asset is a scriptable object asset that contains all the necessary information to identify the bounding volume of a character's bones and how these form a chain of joints that conforms the whole body.

What is it used for?

The Skeleton asset is used on multiple systems, such as the Ragdoll system, or the Melee and Shooter hit detection systems.

Link Skeleton to Character

Create a Skeleton

To Create a Skeleton asset, right click on the Project Panel and select Create → Game Creator → Characters → Skeleton.

To assign a Skeleton asset to a Character simply select the desired Character and expand the Animation tab. Drag and drop the Skeleton asset onto its corresponding field.

Link Skeleton to Character

Configure Skeleton

The Skeleton asset is divided in to sections: The first one determines the Physical Material and collision detection mode of the rigidbody system stemmed from the volumes. The second one defines the properties of each of the character's volumetric bones.

Readme!

To more easily configure the volumetric bounds of a humanoid character, see the next section.

Configure Skeleton

To create a volumetric bone, click on Add Volume and select the type of bone to create:

  • Box: A cubic volume. Mostly used for chest and flat surfaces.
  • Sphere: A spherical volume. Used for hands and head mostly.
  • Capsule: The most widely used volume bone. Used for most limbs.

Configure Skeleton

A Volumetric Bone is composed of a Bone Type, a volume definition and an optional Joint.

The bone type can be specified by setting the humanoid bone from a dropdown list or from a path. For example, to reference the front right foot of a model of a Dog, the bone could be Root/Spine/Collar/Right_Leg/Right_Foot.

The volume definition depends on the type of volume created. For example, a Sphere volume bone contains a radius and a position offset field.

The Joint field allows to determine how a bone is related to other bones via a joint system. For example, a human right arm might be connected to the character's shoulder bone using a Fixed Character Joint, that allows it to rotate a certain amount of degrees.

More on Joints

For more information about character joints, visit this Unity documentation link.

Setting up a Humanoid Skeleton

Game Creator comes with a tool that makes it much easier to automatically guess and extract the bounding volumes of a humanoid model. To use it, simply drag and drop the 3D model from the Project or Scene view model onto the bottom-most window and it will auto-magically approximate a Skeleton for you. you can then go ahead and tweak it to your game needs.

Configure Skeleton