UnityEQLabs Create: Modeling & Animation
EQ Anime Hair & Ribbon Dynamics
Purpose
Section titled “Purpose”Configures stylized secondary motion for anime hair, ribbons, belts, tails, and transform-chain accessories with a non-destructive runtime component plus generated profile, clip, manifest, and report outputs.
Menu path
Section titled “Menu path”Tools/EQLabs/Creation/Modeling/Anime Hair & Ribbon Dynamics
Current Scope
Section titled “Current Scope”- Runtime
AnimeRodProfileassets for stiffness, damping, inertia, gravity scale, substeps, line-width preservation, cone clamp, bend limits, self-collision, segment constraints, and handle bias. - Runtime
AnimeRodComponentfor transform-chain capture, simulation stepping, rest reset, optional LateUpdate playback, authored handles, collision primitive snapshots, self-collision, and cloth-coupling anchors. - Chain validation for missing transforms, duplicate transforms, short chains, finite positions, and zero-length segments.
- Editor chain capture from multi-selection or first-child hierarchy traversal.
- Scene view chain overlay for captured transform chains, authored handles, editable multi-handle endpoints, collision primitives, and cloth-coupling anchors.
- One editor-authored handle-bias control that previews direction in the Scene view, can be adjusted by direct Scene handle drag, and syncs to the runtime component.
- Authored runtime handles with time/radius weighting.
- Handle presets for wind left, wind right, updraft, drag back, bounce, and snap settle impulses.
- Runtime profile asset creation under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/Profiles. - Generated profile presets for hair strand, twin-tail, ribbon, sash, scarf, tail, and ahoge motion styles.
- Generated starter preset pack under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/PresetPack, including a pack asset, seven referenced runtime profiles, JSON manifest, and Markdown guide. - Preview AnimationClip bake output under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/Clips. - Optional source-animation-follow bake sampling from a source AnimationClip.
- Optional local-rotation bake curves derived from simulated segment direction, with twist controls.
- Optional bake smoothing, key reduction, and loop-pose closure.
- Sphere, capsule, and plane collision primitive authoring for generated preview/bake runs.
- Optional self-collision for non-adjacent chain points.
- Optional cloth-coupling anchors that pull chain points toward transform or root-local targets.
- VAT texture and deformation line-mesh export under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/VAT. - JSON bake manifests and Markdown bake reports under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/Reports. - Generated output root prepared under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics. - Hub registration under the Create Animation & Modeling Modeling category.
How To Use
Section titled “How To Use”- Open
Tools > EQLabs > Creation > Modeling > Anime Hair & Ribbon Dynamics. - Select two or more transforms in a hair, ribbon, belt, tail, or accessory chain.
- Click
Use Selection, thenCapture Chain. - For a single selected root, set
First-Child Chain Depth;Capture Chainfollows the first child at each step. - Optionally click
Create Profile Assetto create a runtime profile under the EQLabs generated folder. - Tune preview settings: physics gravity, local acceleration, LateUpdate playback, transform application, and preview delta time.
- Enable
Scene Previewto draw the captured chain in the Scene view. - Enable
Editor Handle Biasto add a directional stylization force at the tip. - Use
Add HandleorAdd Preset Handleto author additional continuous or timed handle forces. - Enable
Scene Handle Editing; choose one handle index orEdit All Handles, then drag Scene view endpoints to retarget authored handle bias. - Add optional sphere, capsule, or plane collision primitives from the window and tune root-local center/end/normal, radius, and weight.
- Enable optional self-collision controls for non-adjacent chain points.
- Add optional cloth-coupling anchors to pull a selected chain point toward a transform or root-local target.
- Click
Add/Refresh Componentto configure anAnimeRodComponenton the captured root. - Click
Validate Setupto check chain and bake hierarchy requirements. - Click
Step Preview Onceto test one simulation step with Undo support. - Click
Reset To Restto restore the component’s captured rest pose. - Set
Bake Duration,Bake FPS, smoothing, key reduction, loop pose, manifest, report, source-follow, rotation-curve, and twist options. - Click
Bake Preview Clipto write a generated AnimationClip plus optional manifest/report files. - Click
Export VAT/Meshto write a generated VAT texture asset, deformation mesh asset, and VAT manifest. - Use
Create Preset ProfileorCreate All Presetsto generate reusable default profiles. - Use
Create Preset Packto generate the starter pack with recipes for hair strand, twin-tail, ribbon, sash, scarf, tail, and ahoge setups. - Click
Reveal Generated Folderto inspect the tool output root.
Non-Destructive Rules
Section titled “Non-Destructive Rules”- The source hierarchy is not duplicated or deleted by the current preview shell.
- The component writes only to scene transforms when
Apply To Transformsis enabled. - Runtime profile assets created by the tool go under the EQLabs generated folder.
- Starter preset pack assets, pack profiles, JSON manifest, and Markdown guide stay under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/PresetPack. - Bake assets stay under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics. - VAT texture, deformation mesh, and VAT manifest assets stay under
Assets/EQLabs/Generated/Create_AnimationModeling/AnimeHairRibbonDynamics/VAT. - Preview bake clips are duplicate generated assets; authored animation clips are not modified.
- Bake manifests and reports are generated companion files; they do not mutate source clips, prefabs, meshes, or models.
- Source meshes, imported model files, and authored animation clips are not modified in place.
Current Limitations
Section titled “Current Limitations”- Clip baking records local-position curves and optional local-rotation curves; scale and material animation are deferred.
- Collision supports sphere, capsule, and plane primitives; mesh collision is deferred.
- Cloth coupling uses transform/root-local anchor targets; full Unity Cloth simulation binding is deferred.
- Scene view direct editing supports selected-handle or all-handle endpoints; full curve/ribbon shape gizmos are deferred.
- The current solver is a plain C# position-based rod seed, intended for Unity 2022.3 LTS and Unity 6+ compatibility before optional optimization work.
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