Faked the hair thingie in Blender (Cloth simulation, vertex parented empties and IK constraints on t
Faked the hair thingie in Blender (Cloth simulation, vertex parented empties and IK constraints on the bones). Found out more than 6-7 bones make Unity wobble the heck out of the hair joints…though I still gotta figure out a better workflow for unkeyed bones (one animation in the animator works, two and suddenly the bones forget they are unkeyed). I highly suspect the fbx export of Blender to be the culprit…Also, walkcycles are hard. Arm movement is janky, hip should be turning more with the legs and all those damn belt thingies are in the way. This still needs a lotta work… -- source link
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