14-11-2019, 10:27 AM
(This post was last modified: 14-11-2019, 10:35 AM by manurocker95.)
(14-11-2019, 10:23 AM)josemendez Wrote: You need to have a single source mesh that defines the overall shape of the entire softbody. Then, attach each individual skinned mesh renderer to it.
This approach is very powerful, because it allows you to completely decouple simulation and rendering: you can generate the softbody particles using one mesh, then attach any other meshes (that might be completely different in size and shape) to it.
For instance, think about a car model: you have the entire car made out of multiple meshes (wheels, glass panes, interior, chassis..). Then you have one single, simpler mesh that defines the overall car shape, from which you generate the softbody. Then skin all individual pieces to it, and you end up having a single softbody simulation driving the deformation of multiple objects.
Okay, as I don't have just one mesh but multiple meshes, then i must bake it into one, right?
The problem is here: Even if I have the body mesh, my mesh is compound by multiple meshes, not just one.