Is there any way to skin a picavoxel model in realtime?

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shyam-appymonkeys posted this 18 October 2019

I have built an editor that can edit a model in game, but having to save and load a lot of volumes is taking up too much memory. I would like to reduce the number of volumes and the only way I can think of to be still able to animate the model would be to skin it. I wanted to try the RigIt extension that I found in the forums here, but the link is dead and I've tried contacting the OP with no replies.

Any help would be appreciated.

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GarethIW posted this 5 weeks ago

Hi there,

I'm afraid I don't have any real insight into skinning a model - it's a bit out of the scope of PicaVoxel and character rigging in Unity isn't something I've done.

If it helps at all, the creator of that RigIt! extension did email me the asset at one point. I've not looked at it for years, but I think it has some documentation, and there might be some code for you to learn from or use.

I've uploaded it here: https://1drv.ms/u/s!AhdchalVsPvXnPVikvVA6Vyozid0jw?e=ocJrb1

Last edited 5 weeks ago

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shyam-appymonkeys posted this 5 weeks ago

The link is broken. 404 Error.

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GarethIW posted this 5 weeks ago

Hey, link hopefully should be fixed now.

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shyam-appymonkeys posted this 4 weeks ago

Thank you for that, but I don't think RigIt is the right thing for us.

I did manage to skin a Picavoxel model using another asset. I first combined the chunks(do at your own risk, it could hit the 65k vertex limit unless you change the mesh index format) then used an asset called MeshSkinner to skin the combined mesh to a skeleton.


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