05-04-2024, 08:30 PM
(This post was last modified: 05-04-2024, 09:23 PM by josemendez.)
(05-04-2024, 05:46 PM)kodra Wrote: ObiSoftbodySkinner has a "Paint Influence" feature. It works okay for simple meshes, but for more complex meshes it's quite hard to paint the influence precisely in Unity's scene view.
I think instead of painstakingly paint it in Unity, it'd be much much easier for me to paint it as a texture (or vertex color) in a proper 3D DCC then import it to ObiSoftbodySKinner. Especially that Obi 7.0 has a "SkinMap" structure that seems to be for this purpose. But I don't know how. Is it possible?
Influence and SkinMap are entirely different things.
Influence is a single float value per vertex that blends between skeletal animation and simulation. It is possible to store and read this to/from a texture, but it is currently not implemented. I can add this for you next week, as it is fairly simple to do.
SkinMap is a list of particle weights: for each vertex, a variable number of <particleID, weight> tuples used to determine which particles have influence over the position of a given vertex. This cannot be read from or written to textures.
Kind regards,