Ica Skinner
Last updated
Last updated
Ica Skiner is the main component of the asset. Ica Skinner needs to be exist with regular SMR component in same game object. This SMR should be in disabled state. On runtime Ica Skinner reads Blend Shape values from it so it can have the updated values.
When created, Ica Skinner also adds mesh filter and mesh renderer components. They are required to render the output mesh that will be skinned by Ica Skinner. Anything related to rendering (set materials etc.) should be done with them.
Verlet compute is alternative way of introducing jiggle to your skinned mesh. While its not good quite as bone based jiggle solutions, its useful to add secondary motion to small sections or sections that have no separate bone to jiggle. It can be used with bone based jiggle together. Its uses red channel of the mesh vertex colors as mask where 1 is max influence and 0 is none.
Tension compute provides a float value per vertex which present how much of the connected triangles stretched or squashed by bone and blend shape deformations. This value can be used to drive custom generated normal maps (wrinkle maps) to have high fidelity digital human skin. The provided float value returns this range:
lower than zero: surface is squashed , close to 0 means more squash equal to 1 : no stretch or squash at all, higher than 1: surface is stretched, close to infinity means more stretch