05-20-2019, 08:32 AM
(05-20-2019, 02:40 AM)tyFlow Wrote: I've checked the file and it's just a limitation of tyFlow at the moment....non-skin deformations are only recorded for input objects that have a deformation modifier under an active skin modifier (typical usage: a Morpher modifier under a skin).
I simply used the shape animation feature for my scene and it worked fine to just switch out the shape per event with a different animation range set.
I also canĀ“t think of a specific scenario, where I would need non-skin deformations in the actor, apart from morpher, so its probably fine.
I think some people were trying to get an animation-to-physx switch setup like the worms example just with bend modifier, expeciting tyFlow to magically create bones for them to derive the physx sim from...
Might be an idea to include that info in the docs, because its been asked a couple of times, why its not working.