Optimize particle always leaves green particles(fixed particles) around blue particles. Those remaining green particles still get used to skinned mesh and affected by the parent's transform. This becomes a problem for my skinned character. Let's say I want the arm to be a Softbody which is parented to a shoulder joint. When I rotate the shoulder joint, Those green particles that creep onto the shoulder area will rotate at full skinned weight causing ugly transformation.
It would be best if we have custom bind functionality so we can precisely paint skin weight on each vertex for each particle. Or at least, just get rid of those green particles and let the original skinned weight to do its job to transform those vertices on the transitional area between Softboded vertices and normal verticed.
It would be best if we have custom bind functionality so we can precisely paint skin weight on each vertex for each particle. Or at least, just get rid of those green particles and let the original skinned weight to do its job to transform those vertices on the transitional area between Softboded vertices and normal verticed.