![]() In Unity a character is rendered using a SkinnedMeshRenderer (SMR) component. This works by anchoring some vertices in the soft body mesh to bones, simulating the soft body, then aligning other bones in the skinned mesh to match some of the simulated vertex positions and rotations. It also has the benefit that the soft bodies respond to collisions and inertia. The cost can be managed by simulating a very low poly soft body mesh than can be used to drive a much higher poly skinned mesh through bones in the skinned mesh. The Bullet Physics Engine will simulate and animate the soft body parts of the character. The skinned mesh can be animated and controlled through scripts, and a controller just like any other character. Using Bullet Physics it is possible to attach soft bodies to skinned meshes and use the nodes/vertices in the soft body to drive bones in the skinned mesh.
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