turns out vertex shader runs after skinning, so the displacement got messed up if the head is turned.
managed to salvage it by turning the deltas from object space to vertex space
added toggle for additional parameter physics, tested on a bunch of animations, looks like for motions with a lot of head movement, it got drowned out, so there isnt much difference.
top : on, bottom : off
using bone rotation, straight bangs becomes fragmented when it moves.
I wanted it to keep its shape, so i tried changing the physics from rotation to position.
it looks pretty good, but the threshold before it gets ugly is smaller than using rotation.
position <-> rotation
@V33_EX do you have any examples? im having trouble imagining this, do you mean using only one bone chain for the whole bangs, or make the bangs bones a child to a parent bone. if its the latter how does the physics work for the parent? also where is the parent bone placed?
spent a few days converting from playground to plugins, finding out how to store the physics data was a pain.
also i cant find a flow output for on character change, so for now resetting is manual.
#Warudo