Help fixing Dual Quaternion / Mesh Skinning issues in custom Unity soft-body engine (DynamicEngine3D)
Budget: $10 – $30 USD
When using soft-body on an object, the mesh vertices (appear to) try and always face the same direction when rotating it using Unity's transform rotation or the node grabber. My suspicion is either: The DQS implementation is wrong, something with XPBD calculation itself or The fact that the soft-body's transform doesn't update to show positions or rotation changes. I will literally be so thankful if you (somehow) manage to find a fix for this stubborn issue!
What I've Tried:
-Rewriting the scripts
-Renaming all variables properly
-Used different Mapping methods
-Debugging
-Using the Help of AI
Video: https://drive.google.com/file/d/1bYL7JE0pAfpqv22NMV_LUYRMb6ZSW8Sx/view
What I've Tried:
-Rewriting the scripts
-Renaming all variables properly
-Used different Mapping methods
-Debugging
-Using the Help of AI
Video: https://drive.google.com/file/d/1bYL7JE0pAfpqv22NMV_LUYRMb6ZSW8Sx/view
Related categories:
3D Rendering
C# Programming
3D Modelling
3D Animation
Unity 3D
Debugging
OpenGL
Physics
Game Development
Unity