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How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner?
#11
(06-04-2024, 09:30 AM)josemendez Wrote: My apologies! That paragraph went completely unnoticed.

Currently the only way to do this is to separate the blendshape-affected areas into their own mesh, unaffected by softbody simulation.

No worries! Thank you for your answer and patience.


(06-04-2024, 09:30 AM)josemendez Wrote: lerp(softbody simulation,
original mesh -> blendshapes -> skeletal animation,
influence)

Yes, pretty much this!
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