and VRM-like API (SpringBone and SpringJoint components)
in mittens 0.5.2
GLTF{} spawns a bunch of stuff internally (transforms, primitives -> renderables etc). so SecondaryMotion uses component refs to handle those deferred things
#gamedev
and VRM-like API (SpringBone and SpringJoint components)
in mittens 0.5.2
GLTF{} spawns a bunch of stuff internally (transforms, primitives -> renderables etc). so SecondaryMotion uses component refs to handle those deferred things
#gamedev
#Wiggle2 #BlenderPhysics #SimMix #PhysicsRigging #DynamicBones #SecondaryMotion #ProceduralPhysics #위글2 #블렌더물리 #피직스리깅 #2차모션
#Wiggle2 #BlenderPhysics #SimMix #PhysicsRigging #DynamicBones #SecondaryMotion #ProceduralPhysics #위글2 #블렌더물리 #피직스리깅 #2차모션
#RiggingWorkflow #DynamicHair #SecondaryMotion #BonePhysics #ProceduralGeneration #BlenderCommunity #TechArt #3DWorkflow #RealtimePhysics
#RiggingWorkflow #DynamicHair #SecondaryMotion #BonePhysics #ProceduralGeneration #BlenderCommunity #TechArt #3DWorkflow #RealtimePhysics