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Deformation Error on Skinned Mesh
#1
I've successfully followed your video tutorial on applying softbodies to skinned meshes, but I am having one problem. 

When the normal bone weighted deformation occurs on the skinned character, the softbody particles that have been defined in the simulation begin to split from the original mesh creating a visible 'slice' in the character skin. 

Is there any way to weight the influence of the particles that define the simulation verts on the mesh so that there is a more natural blending that occurs from the verts affected by the bones compared to the ones that are being defined by the blueprint? 

[Image: error1.png]
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