The mesh particle emitter always takes the base stance of a model and ignores animations.
Is there a way to get a mesh particle emitter to follow the animations of the mesh?
The mesh particle emitter always takes the base stance of a model and ignores animations.
Is there a way to get a mesh particle emitter to follow the animations of the mesh?
no
reason is that colliders aren’t animated
for animated stuff you commonly wouldn’t use mesh collision at all as the object must not move with mesh collision unless its convex
Thanks. Then I’ll have to come up with some other way to do what I have in mind.
the easiest is likely having “emitter nodes” / “emitter scripts” you attach to the bone as they will be correct
potentially using capsules along those bones as mesh emitters or alike
That would work. I didn’t realize the bones are accessible within Unity.