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DavidArayan avatar DavidArayan commented on July 23, 2024

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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jackstrosahl avatar jackstrosahl commented on July 23, 2024

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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Will-S-Dev avatar Will-S-Dev commented on July 23, 2024

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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DavidArayan avatar DavidArayan commented on July 23, 2024

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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nowebbasic avatar nowebbasic commented on July 23, 2024

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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