Issue with skinned mesh renderer - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Softbody (https://obi.virtualmethodstudio.com/forum/forum-12.html) +--- Thread: Issue with skinned mesh renderer (/thread-2815.html) |
Issue with skinned mesh renderer - JohnZ - 20-03-2021 I had a few issues with Obi Softbody, because of the skinned mesh renderer: https://www.dropbox.com/s/oatm9w8y81vwdt3/2021-03-20%2000-14-02-988.mp4?dl=0 You can see these unnatural seams (as if one surface was simply overlapped by another) How to smooth out seams or bad deformations? RE: Issue with skinned mesh renderer - josemendez - 22-03-2021 Unity's SkinnedMeshRenderer component uses linear blend skinning. This means each vertex is deformed using a linear weighted average of nearby bones, usually the 4 closest bones. If you're using few particles this can result in non-perfectly smooth deformation. Unfortunately this is the way the skinned renderer works, so not much can be done from our end to fix it. From the Unity forums: https://forum.unity.com/threads/will-unity-support-more-than-4-weight-bone-influences-per-vertex-at-some-point.262983/ Top: 8 weights per vertex Bottom: default 4 weights per vertex |