that’s a wonderful updates
But could u put those demonstrate videos as downloadable? So i can install them and put on my posts as translated contents to make this update to be more well known.
Thanks for your feedback!
It should be possible to reuse a rendering mesh as the cage mesh for a WrapDeformer, with certain caveats:
- The cage mesh UVs should line up one-to-one for the WrapDeformer and the WrapTarget cages. (One simple way to achieve this is to start with the same mesh asset for both cages and then perturb the WrapDefomer cage.)
- Duplicate UVs should be avoided, as the two cages might end up with mismatched positions for the same UVs.
- Performance could become an issue with very fine-grain cages, as the deformation algorithm cost grows super-linearly with the number of vertices.
- We will soon support skinning for EditableMeshes, meaning that you can just directly edit the mesh vertices and have them show up on the rendering mesh, rather than running a deformation fitting solution.
Look how their head inflates
This is a great feature! The Blend Shape Workflow is especially useful!
I wonder if using a WrapLayer
instance rather than a WrapTarget
with the WrapDeformer
is possible? If not, are there any plans to add support for this?
There’s a specific use case where I’d like to blend an accessory into a different shape. However, I’d also like the accessory to fit the player’s character normally.
I’ve managed to get the mesh deformation on the accessory to work by following the Blend Shape Workflow. However, I had to use a WrapTarget
with the accessory, which doesn’t allow the accessory to fit unique character rigs. The mesh deformation didn’t work when I used a WrapLayer
instead. We also tried creating a WrapTarget
by uploading an identical copy of the asset with only the outer cage and pasting it into the original mesh part. The mesh does attempt to deform, but it “flickers” constantly and snaps back into its normally wrapped state. Removing the WrapLayer
at this point seems to “break” the accessory.
Alternatively, I’ve tried cloning the character twice and applying the accessories to each clone. By doing this, each character has the accessory wrapped correctly. However, I have trouble mapping vertices with the UV coordinates; not all vertices get paired because it seems the UV coordinates aren’t identical between the two (I’m comparing their WrapLayer.CageMeshContent
). I was then planning on getting the positions of the vertices for these wrapped meshes and applying these positions to the accessory with a WrapTarget
, which I would expect to cause the accessory to deform into its wrapped shape and allow me to interpolate between the two wrapped meshes.
Getting this to work with accessories/layered clothing would be really useful. Any suggestions? Thanks!
Why did you have to use heads to demonstrate this