Skinned Mesh Sampling, position offset

Hello,

If I understand correctly, your VFX system is in Local space and the Visual Effect component belongs to the Skinned Mesh Hierarchy, your are also applying the transform through the VFX Property Binder.

Thus, what you are observing is the translation of the root bone applied twice.
You have to choose between these two workarounds, either:

  • Remove the Transform from Position Binder
  • Move the visual effect component back in root hierarchy

If you look back at this sample the chosen solution was to have the Visual Effect Component in root hierarchy.
If you need the VFX to be a child of the RobotKyle gameobject", then, it’s probably more convenient to move the the VFX (assuming the system is still in Local Space) as child of the root bone (named ribs) insuring the VisualEffect component transform is identity.
8124698--1053431--upload_2022-5-13_12-4-2.png

We are aware this workflow isn’t ideal, we are improving this feature in 2022.2.a14 (not yet available), here an early preview (it explains the new settings field with Position Mesh in my previous screenshot):
8124698--1053416--_2022_a_14.gif
The Position Mesh & Sample Mesh operator will directly include an option to integrate the root bone transform. You can also compose with an additional transform.

More information and documentation will soon be available.

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