Read influence from a texture or vertex color instead of painting in Unity? - 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: Read influence from a texture or vertex color instead of painting in Unity? (/thread-4150.html) |
Read influence from a texture or vertex color instead of painting in Unity? - kodra - 05-04-2024 ObiSoftbodySkinner has a "Paint Influence" feature. It works okay for simple meshes, but for more complex meshes it's quite hard to paint the influence precisely in Unity's scene view. I think instead of painstakingly paint it in Unity, it'd be much much easier for me to paint it as a texture (or vertex color) in a proper 3D DCC then import it to ObiSoftbodySKinner. Especially that Obi 7.0 has a "SkinMap" structure that seems to be for this purpose. But I don't know how. Is it possible? RE: Read influence from a texture or vertex color instead of painting in Unity? - josemendez - 05-04-2024 (05-04-2024, 05:46 PM)kodra Wrote: ObiSoftbodySkinner has a "Paint Influence" feature. It works okay for simple meshes, but for more complex meshes it's quite hard to paint the influence precisely in Unity's scene view. Influence and SkinMap are entirely different things. Influence is a single float value per vertex that blends between skeletal animation and simulation. It is possible to store and read this to/from a texture, but it is currently not implemented. I can add this for you next week, as it is fairly simple to do. SkinMap is a list of particle weights: for each vertex, a variable number of <particleID, weight> tuples used to determine which particles have influence over the position of a given vertex. This cannot be read from or written to textures. Kind regards, RE: Read influence from a texture or vertex color instead of painting in Unity? - kodra - 06-04-2024 (05-04-2024, 08:30 PM)josemendez Wrote: Influence and SkinMap are entirely different things. Thank for your reply! That would be a good feature to have. RE: Read influence from a texture or vertex color instead of painting in Unity? - josemendez - 08-04-2024 (06-04-2024, 07:04 AM)kodra Wrote: Thank for your reply! That would be a good feature to have. Hi! Attached to this post you'll find a modified ObiSoftbodySkinnerEditor.cs script (for Obi 7 only!) that allows you to import/export per-vertex influence to/from png textures. Right now the export size is fixed at 512x512, with a border padding distance of 64 pixels. Replace the one in your project with it. Let me know if you have any comments! kind regards, RE: Read influence from a texture or vertex color instead of painting in Unity? - kodra - 08-04-2024 (08-04-2024, 01:11 PM)josemendez Wrote: Hi! That was quick! Thank you very much. I'll take a look. |