I have a created a simple bones based vertex animation in 3dsMax; it is the foundation for a similar animation on a more complex object, so I decided to experiment with a plane first. Basically, what I am animating is a surgical incision.
Here's what I have thus far:
- a plane, converted to an editable mesh
- a skin modifier on the plane
- several bones on the plane, applied to the aforementioned skin modifier.
- i have broken several of the vertices along one of the lines of the plane's mesh
- these vertices are then pulled apart by their corresponding surrounding bones.
How do I:
Thanks so much, let me know if you need any files or screenshots.
My coding skills are minimal, so hopefully the screenshot links below will work.
Mesh - what the mesh looks like upon import.
Gizmo - when the "plane" game object is selected, the wireframe box gizmo doesn't correspond with the mesh.
Underside - when I orbit around the "plane" g.o., the underside disappears. I think I figured this one out by activating backface culling.
Playback - what the mesh and incision look like when the "plane" g.o. is selected and played back in animation view.
Also, I changed the quality settings per your suggestion, and only have a couple of bones per vertex when skinned.
answered May 05 '11 at 03:31 PM
A screenshot would help.
First thing I would do is go to quality settings and set "bones per vertex" to 4. And make sure you're not skinning more than 4 bones per vertex, because Unity will use only 4 maximum.
answered May 04 '11 at 08:03 PM