Hi,
I'm trying to implement keyframe-based animation with interpolation by using SkinnedMeshRenderer.BakeMesh, and packing offsets between the current and next frame into the mesh tangents (as I'm not using normal mapping)
So far, it's working great in the editor - but when I deploy to iOS, the meshes are very mangled when I try to interpolate. Meaning that either the incoming vertex positions or tangent vectors have very different values when running on a device. (I already made sure that...
'Object space' and mesh compression?
I'm trying to implement keyframe-based animation with interpolation by using SkinnedMeshRenderer.BakeMesh, and packing offsets between the current and next frame into the mesh tangents (as I'm not using normal mapping)
So far, it's working great in the editor - but when I deploy to iOS, the meshes are very mangled when I try to interpolate. Meaning that either the incoming vertex positions or tangent vectors have very different values when running on a device. (I already made sure that...
'Object space' and mesh compression?