13-04-2021, 08:57 AM
I decided to edit the rig so that it had two edgeloops of space to pin to without causing issues.
Id like to clarify what i mean by a pin that follows the skinning. Because im positive that you could make this
Currently, a pin follows a specific game object.
When generating mesh particles, you could optionally store the weights at the position of the particle (linear interpolation between the verts of the triangle it's attached to based on where it is within that triangle, you could use that information to reconstruct the skinned position based on the bone movements
Id like to clarify what i mean by a pin that follows the skinning. Because im positive that you could make this
Currently, a pin follows a specific game object.
When generating mesh particles, you could optionally store the weights at the position of the particle (linear interpolation between the verts of the triangle it's attached to based on where it is within that triangle, you could use that information to reconstruct the skinned position based on the bone movements