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Bug Desync between skinned mesh renderer and actual position of particles

Discussion in 'Visual Effect Graph' started by luke0815, Jun 12, 2023.

  1. luke0815

    luke0815

    Joined:
    Feb 8, 2021
    Posts:
    2
    Hi,

    i have an issue where my skinned mesh sampling missmatches the positions of the actual skinned mesh.
    upload_2023-6-12_18-25-3.png
    The shoes are flipped 180° up and are also rotated, but the actual mesh in pink is correctly rendered.
    upload_2023-6-12_18-26-46.png
    Hands are also fully out of sync with rest of the mesh, even the mesh in scene is fine. I have no idea how this can be missmatched, hands are part of the head, so they cant be offesetted wrong.

    If anyone has an idea how this can be fixed or had similar issues, please tell me.
     
  2. PaulDemeulenaere

    PaulDemeulenaere

    Unity Technologies

    Joined:
    Sep 29, 2016
    Posts:
    134
    Hello,

    I'm a bit confused because only some parts are mismatching. When there is a transform issue relative to the skin mesh sampling, this is generally a global transform applied everywhere.

    Is this skin mesh actually divided in several sub meshes ?

    We improved these operators and blocks in 2022.2 (see this post and documentation at "Skinned Transform") but I'm not completely sure your issue is relative to a wrong setup.

    Can you share a repro issue either here or filling a bug ? It probably requires more investigation.
     
  3. luke0815

    luke0815

    Joined:
    Feb 8, 2021
    Posts:
    2
    Hi,
    yes the skin mesh is subdivided into multiple submeshes. Its a mesh from Mixamo. The problem is that the head is in right position, but hands and some parts arround the feets are connected to the head, so it cant be a complete transform offset. I will do a bug report when im back home.
    Thank you
     
    PaulDemeulenaere likes this.