12-07-2019, 06:28 AM
(09-07-2019, 10:57 AM)josemendez Wrote: Thing is, they already have a mechanism in place that allows you to use the results of the built-in skinning without the need to disable it and roll your own: the BakeMesh function. In previous versions it was extremely slow though, so we opted to implement our own skinning which not only was much faster, but also had simulation blending built-in. For the guys at Unity, I suppose there's no real justifiable reason to allow disabling skinning in a SkinnedMeshRenderer. In retrospect it feels like we exploited a bug/hole in their API.
In 2019.1 we're using BakeMesh, which now has pretty decent performance when using the List<T> version of Mesh's API. This has required some pretty profound changes in Obi, so we're redesigning pretty much everything workflow-wise, hoping that things will not only work properly again, but do so better than they did.
I've written a blog post to try to explain what we are currently working on:
http://blog.virtualmethodstudio.com/2019...5-preview/
Sounds amazing! Can't wait to try it
Few questions:
- Is there any estimate for Obi 5.0?
- How hard will it be to upgrade from the current version 4.1?