Pinning, Vertex Colors and Skelatal Meshes #2
Replies: 4 comments 1 reply
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Thanks for the feedback ! About vertex colors: I was wondering how to handle fixed points in better ways, vertex color is a great idea ! Aboud skinned meshes: I guess you are talking about clothes and capes, I need to look into the skinned mesh code to find if there is a way to retrieve such data. I think there could be a workaround with moving the cloth transform directly to follow the bone |
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@NHodgesVFX #3 Adds vertex color pinning and other improvements. But until bevy releases a new version vertex colors won't work as in bevy 0.7 vertex colors don't work |
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Custom anchors are now available with #8 merged |
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I think everything in this is actually possible now, I'll have to try adding cloth to a character once the collisions are stable. Thanks for adding all the features |
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Trying to figure out what vertex is what when you have a character with 50, 000 of them is not easy. I propose adding the ability to use mesh vertex colors to provide which vertices to pin.
A simple example would be any thing white is pinned and anything is black is not.
Another issue is if you want to use cloth on a animated skeletal mesh you need to pin to a bone or to the vertex of a skinned result instead of the global transform. For characters collisions are another issue,, just like with pinning you need the ability to attach the collision object to a bone.
Thanks for making this plugin :)
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