How to bind Birth Skeleton to mesh for animation
#3
(09-02-2020, 05:11 AM)tyFlow Wrote: 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.

@tyFlow

Thanks very much for the clear answer.  Makes perfect sense and works fine.  I somehow missed the tyParticleSkin modifier which is what I get for reading through the docs late at night.  I will check out the example files. Thanks for your help.
  Reply


Messages In This Thread
RE: How to bind Birth Skeleton to mesh for animation - by 10DSpace - 09-02-2020, 03:33 PM

Forum Jump: