How to bind Birth Skeleton to mesh for animation
#2
Skinning meshes to particles is a three step process.

1) Create your particles from the mesh (in your case, birth skeleton from grass mesh)

2) Duplicate the mesh

3) Put a tyParticleSkin modifier on the duplicate and select the particles you created as the source.

The reason you need a duplicate is because otherwise you get a circular dependency error (particles depend on mesh which depends on particles = infinite loop)

There are example files showing how to use the tyParticleSkin modifier that you can explore.
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RE: How to bind Birth Skeleton to mesh for animation - by tyFlow - 09-02-2020, 05:11 AM

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