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while it's in outside mode, it works fine, adding all the bones to it to affect it, but when it's in inside mode it is all wrong. any new character added or replaced will have all of its dynamic bones affected by it, pulling parts of the character into the collider like a black hole. i think it should work selectively, if it's in outside bound mode it's fine to work as it is, but if in inside bound mode any new additions/replacements should start with all dynamic bones disabled, so it doesn't pull their hair, clothes and any other movable parts into it.
it would also be great to add 'all on' and 'all off' buttons (which at this moment only affect the entire scene) for every separate object, next to the "center camera on" button, to quickly disable or enable all the dynamic bones for just one object without messing up the rest of the scene.
The text was updated successfully, but these errors were encountered:
while it's in outside mode, it works fine, adding all the bones to it to affect it, but when it's in inside mode it is all wrong. any new character added or replaced will have all of its dynamic bones affected by it, pulling parts of the character into the collider like a black hole. i think it should work selectively, if it's in outside bound mode it's fine to work as it is, but if in inside bound mode any new additions/replacements should start with all dynamic bones disabled, so it doesn't pull their hair, clothes and any other movable parts into it.
it would also be great to add 'all on' and 'all off' buttons (which at this moment only affect the entire scene) for every separate object, next to the "center camera on" button, to quickly disable or enable all the dynamic bones for just one object without messing up the rest of the scene.
The text was updated successfully, but these errors were encountered: