29-09-2019, 11:04 PM
(09-09-2019, 08:09 AM)josemendez Wrote: Neither. It skins the mesh to a bone hierarchy. This happens in the CPU, before any shaders kick in.
When I said "simple repulsive forces against spheres", I was referring to a very commonly used way of approaching procedural animation using the vertex shader. In unity they're implemented as spherical wind zones:
https://docs.unity3d.com/Manual/terrain-WindZones.html
So then, while we want to be careful about using softbody physics on too many trees, it does work. They bend with wind, via the vertex shader, but then bend to physics with bones? Effectively, both types of bending work as they should?