Hello everyone!
I’m opening this discussion in particular for Unreal Engine devs, as the technology progresses into Nanite Voxel approach with bones driving wind animations, instead of legacy WPO approach.
I would be very glad if this message reached Speedtree team, as currently there is no control over bone weights distribution as well as huge problem with custom made trunks integrated with branch generators, when it comes to bone weights.
Speedtree in it’s current state will generate the skeleton and automatically add weights to it - which is mostly just fine - but fails to distribute weights to bones of trunk meshes, be it photogrammetry or custom made.
This is a specific issue I have but this is also a broader topic of bone driven animations, as there is and would be a great demand for more control over skeletons inside ST.
I really hope new updates will address that!