I’m making a very simple game with one single sprite which can be interacted with with a lot of bones (around 200 or so) and geometry. (I don’t want sharpe jagged pixels when the bones move)
(Is there maybe a way to make bones manipulate the mesh more smoothly?)
I would need to subdivide the mesh more than 100 which is the max amount you can auto divide your model with the auto geometry tool.
But if I add more vertexes manually the mesh just refuses to generate weights anymore… is there any way to make 2D meshes with bones outside of unity?
How do I fix this?
Wish you all a good day!
Do you even need bones though? Why not just make your own plane with enough geometry that you can manipulate directly, paste the sprite on it and start changing vertex positions however you like?
Hello @reppeti
Could you share your use case with us so we could take a closer look at how the Skinning editor is failing you? 200+ bones for one character is a lot of bones, so I am intrigued by this use case.
I am also interested in understanding why you need so many internal vertices. The more common use case for internal vertices is to create a fake thickness to clothes or similar objects, and these vertices are placed on the internal edges of the fabric.
Another use case, less common, is subdividing for vertex shaders. Here you would need equally spaced internal vertices. The amount really depends on the effect you are after.
A valid workaround is to go the route @Kurt-Dekker highlighted, to make this in a 3d DCC tool and bring it into Unity.
Hmmmm well I’m quite the begginer, could I write a script that pushes vertexes away from a set shape with a force that is getting weaker and weaker as it get’s farther and farther, and when it’s very far the vertexes would just rest back in their original place.
There is probably a more optimal solution where I only manipulate the vertecies. and have simple bone structure for the main movements.
Since then I figured it out that I can just auto generate weights sections of the mesh so now I can autoweight it bit by bit