Skinned Mesh Sampling

So it’s supposedly released as part of 2021.1, but I can’t find any samples or documentation on it.

@VladVNeykov can you assist.

Hey @SniperED007 ,

We don’t have any official samples for it yet, but I’ve attached something to this post to help get you started. As for the documentation, you are right, even though it landed a while ago, it doesn’t look accessible from within the VFX manual page. This is the page you are probably looking for.

Here’s the small sample I mentioned, made in 2021.1.0f1.

A few potential things to watch out for:

  • You need to set your mesh to read/write enabled (in the inspector, when you select it in the project folder)
  • If your vfx is not aligning with the mesh, it’s because it’s simply sampling the Skinned Mesh Renderer (SMR) data itself, and not its transform. To make it align, expose a transform in blackboard, link it to the relevant bone transform (typically the root, sometimes hips, in this robot example it was the chest because, well, who knows). Then you’ll 1) spawn on the skinned mesh and 2) transform the particle positions after you’ve set them so they’ll match the position/rotation/scale of the SMR transform:

Hope this helps!

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Hello !

Thanks for this awesome feature !

Is it possible to emit from skinmesh volume instead of surface ?

Hello,
At the moment, only surface, edges and vertex are available to spawn particles with skinned mesh nodes. A volume option is not planned as we actually use mesh datas and not volumes.

You can also find a bit about VFX Skinned mesh in this blog post, showcasing the upcoming sample: https://blog.unity.com/technology/new-possibilities-with-vfx-graph-in-2020-lts-and-beyond

I hope this samples will help you when released :slight_smile:

Have a great day!

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Hello, I know this is an outdated post but I’ve been looking everywhere and can’t find the answer. I need the VFX to be a child of the robot gameobject so I can spawn it around the world, destroy it, etc.


However, whenever I move it into the robot’s hierarchy, the position is offset in a strange way.

I assume this is because the VFX graph is also using it’s own position when using the setposition node so it’s kind of doubling the position.


Is there any way to parent the VFX graph to the robot without causing this behavior? I have tried to subtract the object’s position right before the setposition node, which works, except the rotation doesn’t follow, but I don’t know how to subtract rotation.

Thank you,

Isaac

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I have this exact problem as well! Did you manage to find a solution?

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This page helped me solve it sort of.

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