- Home /
kinect v2 - dressing room fitting problems, potential mecanim solution?
Hello guys,
I am working on a Kinect fitting room and having some problems in Clothes fitting
it's basically the clothes make behaviors that a real body can't do, (for example some joints don't open than 180)
which I suppose indicate wrong interpreting of the actual body,
I was thinking of a solution: Locking the joints of the dressing model, just to move as a real human body
not sure how to figure the calculations yet? if you know a good reference for that I will appreciate it
Also it came to my mind that Mecanim has this orientation limitations that is natural for a body is there a way to apply these using mecanim directly ??
Thank you, Best
As far as I know $$anonymous$$ecanim muscle limitation works for animation files. Not sure how you move your meshes, but it's not working with I$$anonymous$$ out of the box.
Your answer
Follow this Question
Related Questions
How can I set avatar's particular joint angle via script (mecanim)? 1 Answer
Not all joints rotate in Mecanim while they do have animation on them. 0 Answers
Mapping two joints to the same node - mecanim. 1 Answer
Rigs, performace, optimize game object, expose extra transforms. Questions, questions, questions... 0 Answers