Comments (5)
Hello @d8ahazard thank you for reaching out.
Unfortunately i've not tested the framework on animated models. I'm also having trouble visualising how it would work on rigged objects since the Mesh Vertex positions are typically modified due to the transform of the rig itself.
One way to achieve a slice on a rigged object would be to somehow get the reference Mesh information, slice it and re-apply the slices back into the rig itself. It does raise questions on which parts to to actually re-apply into the rig.
This is something i'd need to take a closer look into and will create a feature request for. Come August i'll be refactoring the slicer to include multi-threading and making things more robust, so something i'll look into then. In the meantime, i'd encourage you to look into the slicer functions to see if you can make a quick prototype from the base functionality!
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I also want this feature. The first problem I ran into is that the colliders are not on the same object that the Meshes are, but I could work around that. Also, my humanoid uses a SkinnedMeshRenderer, a small code change allowed that to not error out, not sure if it will actually work.
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Hey. I have found a workaround to allow skinnedmeshrenderers to be cut. I simply use the SkinnedMeshRenderer.BakeMesh function to turn it into a MeshRenderer and MeshFilter. However using this method the cut enemy will be stuck in that frame of animation you had sliced it and will not ragdoll/ have an animator. Also I am getting a big frame drop when cutting Complex meshrenderers. Does performance depend on the number of vertices?
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Hello @Will-S-Dev,
The cutting algorithm goes through every triangle in a mesh. So the performance depends on the number of triangles that makes up a mesh.
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Hey. I have found a workaround to allow skinnedmeshrenderers to be cut. I simply use the SkinnedMeshRenderer.BakeMesh function to turn it into a MeshRenderer and MeshFilter. However using this method the cut enemy will be stuck in that frame of animation you had sliced it and will not ragdoll/ have an animator. Also I am getting a big frame drop when cutting Complex meshrenderers. Does performance depend on the number of vertices?
how did you manage this workaround?
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Related Issues (20)
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
- Script Doesn't Link To Editor HOT 2
- Oculus Quest crashing HOT 7
- Slicing Unity's sphere results in meshes with uncovered holes HOT 5
- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Get the intersection points HOT 2
- Lost HOT 4
- Doesn't work for more complex objects HOT 6
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
- Ezy Slice - imported objects don't get sliced HOT 4
- Randomly doesn't slice (this could well be user error) HOT 2
- Can't download the project through unity git system. HOT 1
- [bug]Cut a hollow object in the middle. The object after cutting is incorrect HOT 1
- I'm curious. This object is not complex, but it can't be cut HOT 1
- Unexpected hole patching after slice HOT 1
- how can i add internal material to sliced object
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