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Any updates on the distortion of meshes?
I've tried DualQuaternionSkinner.cs on different models, but they all look extremely distorted.
Is there a way to still use blendshapes? Since DualQuaternionSkinner removes the SkinnedMeshRenderer component.
This is still an issue in Unity 2018.2.8f1
rb.centerOfMass = new Vector3(0,0,0);
rb.inertiaTensor = new Vector3(1, 1, 1);
I've just bought this amazing package. Unfortunately I can't get it to work with my Oculus Rift in Unity 2017.2
I can see fog in the game...