(07-27-2022, 01:24 PM)tyFlow Wrote: I think FBX supports point caches of deforming geo, but the question is whether or not your FBX loader also supports the deforming input. FBX is a pretty bad format for deformations overall...
Hmm, i need to get a complex simulation running on a mobile device so i was looking for a solution with bones. Any workflows to recommend?
I probably have it already. Got it working by exporting the particles to a "reference object" which i assigned a traditional bone to. It works but i'll need to reskin everything whenever there is a new iteration. The tyParticleSkin would be a more elegant.
Cheers!