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Issue with skinned mesh renderer
#2
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
[Image: untitled-1-copy-jpg.246907]
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Messages In This Thread
Issue with skinned mesh renderer - by JohnZ - 20-03-2021, 01:45 PM
RE: Issue with skinned mesh renderer - by josemendez - 22-03-2021, 10:28 AM