So the object to be drawn out must have a grid component + material properties, if you need other effects or rich content, you can add components.
Skinning meshes and fabrics
1: For example, to simulate clothes, with the wind swinging, simulated cloth need to use the skin mesh and cloth;
2: The skin mesh can simulate a very soft mesh, for cloth and character skin function;
3: Skin mesh + Fabric assembly can simulate the effect of cloth;
4:skinned Mesh renderer is a grid renderer, which is a way to render meshes.
5: fabric is cloth component;
The important properties of the skinning grid
Cast Shadows: The Projection method includes: Off, unidirectional (on), bidirectional (two sided), shadow only;
Receive shandows: whether to accept other objects to the projection of him;
Materias The material for the object;
Uselight probes: Whether to use light probe;
Reflection probes: Whether to use reflective probe;
Anchor Override: Mesh anchor point, mesh object follows anchor point movement and physical simulation;
Lightmap Parameters: Lighting baking parameters, specifying the use of lighting configuration files;
Quality: The number of bones affecting any one vertex;
Update when offscreen: whether the part of the screen is physically simulated;
Mesh : The Mesh object developed by the renderer;
Root Bonus: root bone;
Bounds (center) surround and center coordinate, non-modifiable, based on grid coordinate system;
Bounds (Extends): The length of the bounding box three directions, can not be modified;
Important properties of cloth
Strectching stiffiness: The tenacity of the cloth, (0, 1], indicating the degree to which it can be pulled;
Bending stiffiness: The hardness of the cloth (0, 1), indicating the degree to which the cloth can be bent;
Use Tetchers: Whether to constrain the cloth;
Use Gravity: whether gravity is used;
Damping: damping coefficient of cloth motion;
External Acceleration: The external acceleration, gives the cloth a constant force, simulates the breeze to float the banner;
Random acceleration: stochastic acceleration, which gives the cloth a variable force, simulating a strong wind-stirring banner;
World Velocity/acceleration Scale: speed acceleration scaling in the global coordinate system;
Friction: The friction of the cloth relative to the character;
Collision Mass Scale: increase in mass when particles collide;
Using Continuous Collision: whether continuous collision;
Use virtual particles: Add a virtual particle for each triangle to improve the stability of the collision;
Solver Frequency: Calculation frequency, number of calculations per second;
Sleep Threshold: Sleep threshold;
Capsule Collders: The number of capsule collider that can collide with cloth;
Sphere colliders: The number of ball-line collider that can collide with cloth;
First/secode: Two ball connection consisting of a capsule collider;
Steps
1: Create a Unity Project
2: Create a flat plane and two balls Sphere1 and Sphere2
3: Create a cloth node cloth associated cloth with skinned mesh render grid renderer component
4: Set the skin mesh renderer skinned mesh render rendered grid mesh is plane node;
5: Set the skin network skinned Mesh render root bone (root Bone) for cloth node cloth;
6. Create a material cloth, give the material a color, drag the material ball into the Element0 of the materials property of the skinned Mesh render
7: Set the Anchor override property of the skinned mesh render grid renderer component to cloth node cloth;
8: Configuration Cloth Collider Cloth Sphere Colliders,size 1, the Sphere1 and Sphere2 nodes dragged into, two sphere actually composed of a capsule collision object, so that the capsule and cloth collision;
9: Observe the effect of operation;
About the use of skinning grids and fabrics in unity