hi! I am trying out tail animator for the first time and so far I am really liking it. The in-editor tool for skinning a mesh is really useful, however I think I may have identified a bug / issue. From what I can see, the coloured display of weighting uses per-vertex colours on the mesh. This is great, however I am using per-vertex colours in an FX shader so changing these permanently messes up the mesh. It would seem that after using the skinning tool both the output skinned mesh and the original mesh have newly baked in colours. It would be great if in a future updated the original vertex colours could be restored to both the original and skinned mesh. Thanks!
Wow, thanks for sugestion, I writing it on task list for new version ![]()
excellent - this would be most welcome
other than that so far the system is really great!
Hey. Your addon is amazing and here is what I have done with it in my early work(x.com). But I met an issue recently when I try to build a excutable program.It is not working.
My question is will it possible to use the FtailEditorSkinner in runtime?Since my model is procedural. so i have modify the FtailEditorSkinner script and get rid of the âEditorâ part. I found it works well in Unity Editor when I click play but not in the build version. Could u give me some suggestions?
Wow, amazing use of package!
You mean component is not working or skinner is not working?
Skinner needs UnityEditor only for saving mesh files inside project, so if you remove âusing UnityEditorâ and â#if UNITY_EDITORâ then remove all error lines it should work ![]()
I preparing update for tail animator with improved skinning quality.
So after update you will have to remove all âUnityEditorâ references again.
Please give me feedback after update, there will be some big changes in skinning algorithm.
Also in new update there will be syncer for Dynamic Boneâs precise collision to combine this package with tail animator.
Anyway, syncer should work already
https://drive.google.com/open?id=1fl5kv8JvFrGUE234pZGnsS8UQuoCzJ6k
(If you already own Dynamic Bone)
Thanks for your reply,And looking forward to the update version! I think is the skinner not working.
Here is my testing video in Playmode. Everything works fine. The left one has skinned already. The middle one is a mesh without bone(base on your asset).The right one is my procedural mesh.
(https://drive.google.com/file/d/1fGRmxJjLX69FH0AZXaxHT0YbolSLmBPv/view?usp=sharing)
When i press space button.The middle one and right one can create a waving tail successfully.(But not in my build version, they all maintain their original status)
Here is the code i use (https://gist.github.com/Wenzy--/ab1a2423af512f676e17b6fe413d98be)
oh,i just figure it out. I found if I call OnValidate() before the SkinMesh(),then everything fix. Maybe u can consider provide a API in the next version, sometimes is useful
Hi - really enjoying using tail animator. It is great! A quick question if I may please. Is it possible to configure tail animator to compute tail motion relative to a transform, rather than global position of the root of the tail? For example, imagine I have a fish with an attached tail moving around in a fish tank, with the fish tank on a table in the scene. I want the tail to react to the movement of the fish in the tank, but not to movement of the tank on the table (or to the table in the scene etc). Thanks in advance for your help!
Hello, for now something like âLocal Motionâ is not possible, but you can try playing with âMotion Influenceâ slider
maybe it will provide you a bit more desired motion, going with this value lower - motion in world will be milder.
Hello,
is there a way to smoothly disable the Tail animator so the tail returns to default position before I disable the component (like weight)?
Yes, you need to use âTail Animator Blendingâ component and there will be slider and variable âBlend To Originalâ when value is 1 then no tail animator motion is applied.
If I set it to 1 will it return my tail to default position/rotation or just stop mid-animation? I tested in the editor and when I drag that slider to 1 the animation just freezes (same as disabling the component).
If you have animated tail by keyframed animation, then going with âblend to originalâ to value 1 will make tail move only like keyframed animation.
If you donât have keyframed animation but instead using waving, you can just disable waving (UseWaving = false) to smoothly go back to default tail pose (but you will not be able to change this effect like weight, if you need this tell me)
Yes I needed to stop the script because I have some animations that animate the tail, so if I just set blend to original to 1 then I can play my custom animation on the tail right? But currently there is no way to fully disable the script and make the tail bones go back to their default position.
If you have enabled âanimate correctionsâ in tuning tab then keyframed animation and tail animator motion cooperates and you donât need to do anything. If you sometimes use keyframe animation and sometimes not I suggest to make one animation clip which stands in default pose (but make at least one keyframe for each bone) and use it instead of disabling animator or so.
You need to describe more what are you using because now I have no idea what you do ![]()
Feel free to mail me.
HI,
Glad i bought it, just discovering itâŚ
Sorry to ask that, but is it possible to have few advice to animate a cape.
I want to use your red cape or even ârag otherâ prefab to understand and test on my character.
I have some stupid questions (i checked your manula first i promise:p):
-Whatâs the best bone to parent a cape ? i use the highest spine on my humanoid rig. i would like to set the top of the cape on his deltoids but avoiding the cape to position inside the character.
-I noticed some kind of a constant wave anim on the cape even in idle: Is it due to the Idle anim? or should i ignore my character collider somewhereâŚ(i triedâŚ) I donât think itâs wave anim from your toolâŚ?
thx in advance
It depends, but probably around neck bone ![]()
I created small scene with cape from package on fuman model, you can check it (I limiting max rotation of cape and added colliders to character)
Itâs probably feature called âWavingâ you can click toggle on the âWavingâ tab to disable it, but it can be helpful when you tweak it a bit.
many thanks!! gonna check this special scene!!
great support!![]()
Hi! Is there a feature or plan to implement an ik type effect where you can make the tentacle reach toward something? Or would this play nicely with other ik solutions? Thanks!
Tail animator uses a lot different logics than IK, but after some thinking combining them could work, but there needed to be done right execution order, first ik â then tail animator logics.
Some of my upcoming packages involves a bit of IK, I could try using it with tail animator.
When I will have enough time I will do quick check of it and report about effects ![]()