has anyone seen this video before?
would this have to be implemented into unity by themselves? or would this be possible through a plug in of some sort?
That looks really neat.
I haven’t seen that video, but I did see a video showing some other new skinning method maybe a couple of years ago. It had similarly nice results in places like joints, at the downside if being really slow. It’d be nice to know what kind of performance impact this approach has.
You should be able to implement custom skinned mesh rendered by yourself if you want… It looks like there’s a fairly heavy preprocessing phase involved in this method.
Also, it’ll need integration into modeling software, because painting skinning weights blind is not a good idea.
I dont understand enough code to see how this works but I’m guessing this is a custom skinner? can I ask what DCC are you authoring the bone animation from?
Seems more geared to DCC problem solving than realtime games (which can use the DCC result + blendshapes).