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Ica Skinned Mesh Docs
  • Quick Setup
  • Ica Skinner
  • Attachment Skinner
  • Runtime Usage
  • Motion Vectors Setup
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  • Parameters
  • Experimental Features
  • Experimental feature means you may encounter bugs or this feature could be ditched altogether in the future.
  • Verlet Compute:
  • Tension Compute:

Ica Skinner

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Last updated 4 months ago

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.

Parameters

Skinning Mode: Bone skinning mode for this skinner. LBS is equivalent to built in skinning. DQ is Dual Quaternion without bone scaling support.

Compute Blend Shapes: Enable blend shape skinning for this skinner.

Compute Normals: Enable post deformation normal recompute for this skinner. If its disabled normals will be incorrect.

Culling Mode: Culling Mode that will be used on Animator when Mesh Renderer become invisible. Has no effect if Animator is null.

Animator: Optional Animator, when mesh renderer became invisible, this animator will be culled by specified mode. Make Sure one animator always driven by one IcaSkinner.

Transfer Materials on Init: Transfer materials from SMR to Mesh Renderer on init (OnEnable). Disable if you want to manage materials yourself.

Draw Gizmos: Draw bounding box of this skinner while in Editor.

Experimental Features

Experimental feature means you may encounter bugs or this feature could be ditched altogether in the future.

Verlet Compute:

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:

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