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Bind 2D info plane to vertice on mesh
hi!
sorry for that my description is not that precise, but I find it hard to put it into words. I made a sketchup of the effect I want to achieve:
I tried it with picking a vertice, transforming into world coordinates and using a seperate render layer for the 2d elements. but its problematic with skinned mesh renderers. even tried skinnedMeshRenderer().BakeMesh but no luck so far. I just get the vertice position of the original T-pose, not of the kinect controlled model.
Any tipps on how to proceed? or is there an easier way to do this?
Thanks!
fx.jpg
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