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BindedSkin

Binds objects to a SkinnedMeshRenderer.

  • Works only on the CPU side with Jobs + Burst.
  • Does not use the BakeMesh() function and does not retrieve data from the GPU.
    Simply copy the weight of bones onto vertices to apply the same transformation matrices to GameObjects.
  • Can place objects on verteices or triangles using barycentric coordinates.
  • Can control position and rotation.

The cubes on the leg in the gif are gameObjects with a classic meshRenderer.

Setup

Is relatively simple :

  • Add the BindedSkin component to your animated object or parent.

  • Add the BindedSkinAnchor component to a child object. This child should be placed next to your animated object when it's in bind pose (use the button in BindedSkin to put it in bind pose).

  • You can start the game, skininig is done in runtime.

SkinData:

  • Position: The object will be moved according to the skin
  • Position & rotation: The object will be moved and rotated according to the skin.

Snap Method:

  • On Nearest Vertex: The object will snap to the nearest vertex at the first frame.
  • On Nearest Triangle: Object snapped to nearest triangle. Its coordinates will be maintained between the three points of the triangle using barycentric coordinates. The triangle can therefore be deformed.

Optimisation

  • Computations are performed on sync jobs. This allows relatively fast processing despite the large number of objects.

Dependancies

  • This project requires Unity's Burst package.

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