22-03-2021, 10:28 AM
(This post was last modified: 22-03-2021, 10:29 AM by josemendez.)
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-uni...nt.262983/
Top: 8 weights per vertex
Bottom: default 4 weights per vertex
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-uni...nt.262983/
Top: 8 weights per vertex
Bottom: default 4 weights per vertex