Replies: 1 comment
-
This is an open feature request: #812 |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
I am looking to add physbone configuration as well as corresponding collider to the avatar via MA. I haven't been able to achieve this via Merge Armature nor Replace Object. I got close to achieving what I need but it came with too many caveats and feels really hacky.
Base Armature
Objective A: PhysBone and Collider needs to be setup for the base avatar on build.
Observation: Any PhysBone inside
Merge Armature
will not get merged. OnlyReplace Object
will work. In addition, PhysBones and Collider will need to targetnone
. If it targets the bonesMerge Armature
will not merge properly. PhysBone and Collider preview will be incorrect in edit mode until build since it has to targetnone
.Objective B: User should be able to preview, create, update animations with MA.
Observation: This can be done if the prefab has
Animator
,MA Merge Animator
, andArmature w/ Merge Armature
. If no armature is provided all animation will be marked as missing.Objective C: User should be able to enable and disable PhysBones and Colliders.
Observation: Enable and Disable PhysBone and Collider animation references are broken because there is nothing to reference inside
Merge Armature
. ReferencingReplace Object
will simply not work. I manually edit the animations paths to enable and disable PhysBones and colliders. Unfortunately the mesh stretches for an instant before snapping back to normal whenever toggle is triggered.Here is an example structure of my test setup:
Beta Was this translation helpful? Give feedback.
All reactions