![]() ![]() There is a Skinned Mesh Renderer context command for save meshes included in the Free version. You can save and reuse mesh assets with the free and the pro versions. Since it bridges this gap in the workflow, you can take the meshes through several iterations (combined with mesh sculpting tools) without leaving Unity.Ĭlick to expand.Hi, Thanks for checking out the Vertex Mapper. I think that's what you mean by SKINN can "do more". It would be possible to export a fully morphed clothing mesh (created automatically with SKINN), do a bit of fixing and sculpting to the mesh, then use SKINN to add the edited mesh as a new blendshape. ![]() You have some accuracy/falloff settings, but again it's more of a utility than an art tool. It's an automated process that follows the vertices. You can copy the blendshapes over to the clothes. For instance you have a figure with body blendshapes and some skinned clothing that does not have the matching blendshapes. Will it take my current skinning and just weight it to the blendshape? I think probably the best possible clothing in Unity is a clever combination of bones and dynamic cloth (SKINN just helps with the bones, there are other tools to help paint dynamic cloth) I used SKINN to re-rig the outfit without the shoulder bones. I also made some clothing that I didn't like how the skinned mesh "crumpled" under the armpits when the figure (rigged in T-pose) stood in a normal straight pose. One of my uses is for dynamic cloth – for instance, a long dress can be imported as obj, aligned with the figure and use SKINN to add the spine hip and thigh bones to the dress while leaving the lower legs "boneless" for dynamic cloth. – yes, it will skin the clothing to an existing rig. Will it rig clothing for me that I have not already skinned? It's more of a "needed utility" than an "art tool". – err, maybe…? It bridges a gap in Unity's skinned mesh workflow. But maybe this tool does even more than that? I'm merely looking to take my pre-rigged clothing and adjust it to the new blendshapes. Will I be able to edit the skinning afterwards as well? ![]() You have a few settings to adjust, but easiest to think of it as just copying. Will Skinn create new weights and rigging for the entire clothing and skinned mesh? ![]()
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