Gimme gimme gimme?
(By that I mean I suspect it’ll look great for my cartoon snowmen – much better than my transform based squashing when they land from a great fall, etc!)
Cool package! Does it work on animated skinned meshes - like a character who is moving and performing animations?
If so I’d love to see an example of that in the marketing material.
I got almost working, i am trying to make it to the next version.
The mesh will distort with animations, but will do the calculations using the default pose, i am trying to think of a way to calculate with the bones without making it to much heavy.
The only effect that will work correctly for now is the noise effect, later i will make a small gif showing the result.
Here is the animated examples, first without the animation applied to the distortions, then the nightmare induced animated versions:
Yes, you can combine as much effects you want, 3 stretch + 2 random + 5 inflate, no problem.
Here is an example with stretch + spin + random:
Tomorrow I will be in a business trip, so i may not be able to check this topic, but as soon as i get home I will answer any more questions that i can. Thanks!
Yep, I totally agree – some of those are really nightmarish!
I guess to work with animations, one would either have to (1) apply these effects after the bones are applied or (2) pre-compensate for the bones’ changes that frame.
I guess (2) mandates doing it on the GPU if GPU skinning is enabled. If not GPU skinning, can one affect after? (E.g. I’m using asset ”Dynamic Bone” to animate by snowmen so that might be made to work … but I had hoped to also apply the effect to normally animated characters too.)
Could (1) be made to work in any performance friendly way?
And there are probably other techniques I can’t guess
Yep, is really tricky, but i managed to make the correct calculations, still gonna have to make a few alterations before releasing as a update, but is a progress:
Hi there, just started using this and it’s pretty nice I’m having a small issue getting a distortion animation to start playing.
I have the Distort and Animated Distort scripts on the mesh, and the distortion’s force starts out at zero, since I don’t want it to do any distortion just yet. At some later point, I update the distortion’s force value via script, but the animation doesn’t start playing unless I change one of the distortion’s values via the inspector. That’s with “Calculate in GPU” checked - when I uncheck that, changing a distortion’s force by script works as expected. Any ideas? Thanks.
Hey there, sorry i was away this weekend, but as soon i get home today i will look at this issue for you and give you a solution. Thanks for your support!
Hey there, wen using the GPU, you need to call the function:
distortion[i].UpdateObjectDataBuffer();
After changing any value for the distortion, this will update the GPU buffer for this distortion.
I’m gonna do an update so this is called automatically if you do some change in the values. But for now please let me know if this solve your problem! Thanks
Ah, thanks. That seems to work, but I’m tweening the distortion force amount, so calling that multiple times throughout the tween probably isn’t the best idea. I’ll just do it on the CPU. Thanks though!
There is no problem in calling it once a update, it just need to be called manually so it wont create unnecessary data while the force data stay the same.
Any question or problem just reply in here or start a private conversation with me, i am glad to help!
Hi there,
My studio is working on a project which needs to distort meshes at runtime, but the mesh might be rotated and the distortion should follow through.
I’ve tried the free version of this but I find it always distorts the mesh in constant directions no matter how I rotate the mesh.
Am I missing anything or it just can’t do it?
Thank you, wonderful tool still.
Hello, thanks for the complement.
Right now the distortions are only calculated in world position, but i will try this week to see if i can make it calculate all in local position.