No, I don’t think Unity supports that. You probably could implement that, but it would be way slower than built-in skinning, so better try using build skinning. It’s enough for most people, can’t you get away with it?
Some characters will have to do animations that look really bad with standard skinning.
my other problems are that i have a lot of characters,
so it would be best to get away with a nice biped rig (dqs works great with bipeds,at least inside softimage)
the other is that i can’t find a tutorial (and i have looked at lot of them) on rigging game characters that shows use of extra bones to help some problematic areas,sure there are some but not for game engines…
(my main area is polygon modeling,i have limited knowledge on rigging and animating)
knowing that eventually i can have a programmer to implement that feature in unity is a big relief
if anyone knows a definite answer please let me know
Even if skinning artifacts can be limited by a good rigging, some gestures and animation interpolations are never safe from this kind of twisting.
This solution would be great in that effect. I’m curious to see how much an average impact to framerate (by a %) would it be …
the image shown on that page though is very missleading. If you rotate bones in a way that they in reality never could, why do they expect the skin to behave in a way that it in reality never would either? (in reality the bones would be scattered and the skin ripped apart if you rotated the arm 360°+ along the length axis and the skin follows this expectations correctly by reducing to a singular point …)
Also as nomad mentions, good rigging reduces the chance of it to happen even further.
I wait for that feature too. It is not a big deal to implement that. I’ve implemented it in one of the Flash 3d engines on the GPU last year and was very pleased with the results