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Wow, really nice work! :)
I'll check the blendshapes generation, the hair card should follow the face orientation.
You can create a lot of hair cards using the short hair layer.
It will generate a new mesh based on the character skinning and blendshapes.
It was a problem on my side!:oops:
The format index was not properly set in the collider mesh :confused:
I'll push a new version on the...
thank you for the feedback!
It looks like this is a limitation of the Mesh collider :(
I think that it can't use 32bit mesh, so the limit...
you should use more sensors on smaller areas, instead of a big sensor.
have a look to the demos, there's some samples using characters. ;)
Each layer is based on the character geometry, so you can't copy/past a layer from a character to another.
I'll try to create a way to export a...
Yes, the new animation system works with all the render pipelines, but it's only available for the long hair system.
You have to use the motion...
yes, the package includes addon for HDRP and URP
Thank you :)
I'll try to push it to the assetstore next week ;)
Here some samples (long hair layer), using the new animation system.
These demos use the Built-in render pipeline.
Textures done using the texture...
You can export the texture in UV space from the tool ;)
You'll have to convert it at runtime for each vertex, or you could use it in a custom...
I'm sorry that you don't like the tool.:(
I know that it could be difficult to create nice haircuts, because it requires to find the perfect...
The weight data are stored in the vertex color, so you can generate it in the new procedural mesh.
Here a way to fix it
I think that the 'bug' is about the HDRP camera offset (changed in 2020), I'll update the documentation.
I did some tests, you have to uses these nodes ;)
Here a test of a procedural animation based on the new motion system.
I'll probably add some samples for generating this kind of 'thing' using the...
This is not possible with the current version.
There's some mesh initializations at runtime that can't be done in edit mode without more data...
I'll check what's going on, could you please give me more informations about your project settings ?
- Unity version
Of course, you can remove the unused assets :
Here the minimum default settings for each layer type (for built-in):
short hair and long hair...
There's a few resources that are shared and needed by the HairDesigner instances : the default Hair materials and the compute shaders. These...