Hi! I’m trying to understand how to manipulate specific parts of a mesh (?)in a predefined way.
What I’m looking at is NFS ProStreet type of behaviour: www.youtube.com/watch?v=qjj_3Xc_fJ8
Car Visual Parts, like bumpers or wings, have specific zones, which can be expanded or contracted in a specific manner. Is it just some type of animation or clever vertices manipulation?
You can do it either way.
Divide the car into sections, as the sections get hit then animate or mesh swap them.
Or use a deformable mesh. Both ways have pros and cons.
Hey, thanks!
I belive it’s more like mesh deformation, rather then swaping or animation. If you are willing to talk ,let’s take anti-wing for example. In prostreet you can make it wider and taller, using partly same group of vertices. How to know where to move vertices this time: x-axis or y-axis? It could be done via scripting, i.e. store vertices number in a script and change its dimensions accordingly. It’s a bit awkward when you have lots of anti-wings. And bumpers. Front and rear. With skirts. And wheels. You got the idea. Or some information could be stored in vertex colors, like group num and direction. But there is a lot of parsing involved.
I’m just checking the best way
You can get the impact point of the collision and deform nearby verts on the mesh in the direction of the collision.
There is a $20 package on the unity store that does it for you. Or you could look at the Unity procedural examples to get an idea of where to start.