11-02-2026, 09:37 AM
(This post was last modified: 11-02-2026, 09:40 AM by josemendez.)
(11-02-2026, 09:04 AM)Eritar Wrote: Hi, sorry to bother you again, I'm encountering a rather unreliable skinning behaviour.
Steps to reproduce:
When modifying the RubberDragon demo, if you increase the Surface and Volume Sampling to a 100, to increase the particle count. And re-binding it in the skinner with the default parameters.
Hi!
The default skinning parameters may not work in all cases. You may need to increase the radius (which is a simple euclidean distance between vertices and particles) so that it considers more particles when calculating skinning.
Vertices that are not skinned to any particle will remain at (0,0,0), which is what is shown in your screenshot.
(11-02-2026, 09:04 AM)Eritar Wrote: Removing custom skinmap doesn't help.
Removing the skinmap will entirely break skinning, so it won't help at all.
(11-02-2026, 09:04 AM)Eritar Wrote: Increasing Radius in the Bind parameters helps the issue somewhat, but it "inflates" the skinned mesh, and is a workaround I'd like to avoid.
Increasing bind radius should not inflate the mesh at all, it only affects how many particles are considered when calculating skin weights: larger radius = more particles considered. Would it be possible for you to share a screenshot of how this "inflation" looks?
kind regards,

