So as my mind meanders from shiny thing to shiny thing, I started experimenting with an underwater scene, and had this notion of having slowly waving kelp stalks on the sea floor (using really unusual values with the Wind++ plugin with high angular dampening and a strong spring. After four hours of trying to get unity Configurable Joints to work in VaM, I threw in the towell and just gave each stalk a single bone in Blender -> export/import -> Unity.
It worked immediately! "But then!", I thought, "What if I gave each stalk two bones?".
Yeah, that didn't work. I've got a lot of experience hacking things together over the years, but my understanding of rigging is somewhat lacking. Anyhow, I gave each bone some angular constraints and an approximate collision capsule and tested them in VaM. The joint that should be created by the two bones, parent/child, is not bending at all, at least from the force generated by the Wind++ plugin.
I know it's possible to have full armatures rigged in Blender, ported to Unity and packages into an assetbundle... I believe this is often seen in more advanced CUA hairstyles.
Anyhow, I'm pretty sure I rigged everything fine in Blender, as the joint was bending fine in Unity. But it's a bit of a case of I don't know what I don't know, while also knowing that many many things are possible, if not difficult.
Any ideas where to start looking? I've been through most of the guides on the wiki.
Thanks.
- Metix
It worked immediately! "But then!", I thought, "What if I gave each stalk two bones?".
Yeah, that didn't work. I've got a lot of experience hacking things together over the years, but my understanding of rigging is somewhat lacking. Anyhow, I gave each bone some angular constraints and an approximate collision capsule and tested them in VaM. The joint that should be created by the two bones, parent/child, is not bending at all, at least from the force generated by the Wind++ plugin.
I know it's possible to have full armatures rigged in Blender, ported to Unity and packages into an assetbundle... I believe this is often seen in more advanced CUA hairstyles.
Anyhow, I'm pretty sure I rigged everything fine in Blender, as the joint was bending fine in Unity. But it's a bit of a case of I don't know what I don't know, while also knowing that many many things are possible, if not difficult.
Any ideas where to start looking? I've been through most of the guides on the wiki.
Thanks.
- Metix