I have a model which is almost flat, like 250x250cm and just 5 cm height in average, and it has some other meshes parented to it on both sides, it’s not completely flat.
It’s rigid, not like a clothe, so I’ll not use physics. I would like to be able to completely bend it as I want, not just a curve but for example an s.
I’ve searched other examples and I didn’t like what I saw. Right now i have 2 ideas:
* Make a 2D matrix of bones and attach it.
* Access the vertexBuffer and modify there.
My goal is to make animations, so the CPU solution looks like not a good advice to me.
My mesh is partially generated by code, so for example I can’t model it in in glb and just import it with the armature. I would like to see an example with armature not loaded from a glb or similar. Some examples I was checking yesterday:
Demos are using an already prepared mesh but the idea is the same if you prepare it manually (You have to add matrix weights and indices to each vertex. Up to 4 bones can control each vertex)
We’re talking about a “ribbon” mesh, here, right? Or… a heightMap or displaceMap… like a ribbon whose bending is set by a gray-scale image. (as long as the “s”-shape doesn’t need to “bend back into itself”) (curl). HeightMaps/displaceMaps can’t back-bend concavianly. (fun word)
Ribbon. That’s the best way, me thinks.
Where am I? Why did I comment? I forget. Carry on.