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How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner?
#9
(06-04-2024, 09:06 AM)josemendez Wrote: In that case you’d have a mesh with blendshapes and no visible softbody deformation: a regular SkinnedMeshRenderer.

I believe what you want is not softbody simulation on blendshapes, but softbody simulation *or* blendshapes. This is easily accomplished by separating the face/blendshape affected areas into their own SkinnedMeshRenderer.

It would be possible to have blendshapes work in areas of a softbody where the painted softbody influence is zero, but that can harly be considered “blendshape support for softbodies” imho.


"It would be possible to have blendshapes work in areas of a softbody where the painted softbody influence is zero, but that can harly be considered “blendshape support for softbodies” imho."

 Uh, yes, that's what I want, and I thought I've made it clear when I stated several posts ago:

(06-04-2024, 07:11 AM)kodra Wrote: My use case is that the mesh is only partially driven by softbody, similar to "ElasticCharacter" sample: the arms are driven by the softbody, but the legs are driven by skeleton animation. Let's say I have a blendshape that changes the shape of legs; is it possible to make them work together?
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RE: How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner? - by kodra - 06-04-2024, 09:27 AM