30-10-2023, 05:02 PM
(This post was last modified: 30-10-2023, 05:05 PM by josemendez.)
(30-10-2023, 12:47 PM)alexm Wrote: In scene ElasticCharacter i've regenerated blueprint than Bake skin ... and man becomes too elastic.
For softbodies, there's no need to regenerate the blueprint. If you do so, all per-particle data in the blueprint will be lost and you'll need to re-paint them, Unity will warn you about this when clicking the "Generate" button in the blueprint. For softbodies you just needed to click "Bake Skin". Quoting my previous post:
(30-10-2023, 10:22 AM)josemendez Wrote: In case of softbodies, the solution is just to click the "Bind skin" button in the ObiSoftbodySkinner component.
(30-10-2023, 12:47 PM)alexm Wrote: Can you please provide example scenes for Unity 2021.3.26 ?
The scenes are the exact same regardless of the Unity version you're using, only need to update the blueprint and/or skin as pointed out above.
In the case of cloth, mesh vertex order may change depending on the Unity version and mesh import settings so it is unfortunately not possible to provide ready-made blueprints for every Unity version/mesh combination. This is usually not an issue between minor versions, but major versions tend to change vertex ordering.
kind regards,