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Cure - Dying Polygons

Today was spent trying to work out how to make a face try black then fall off of my character as she was moving. In prior tests, this was easy as she was just a static model but with a rig in her and animation it complicates things in Unity. After a lot of trial and error my best method that I can (hopefully) repeat for other polygons is as follows:

I need to duplicate the model as a whole with the input graph, then delete every face that isn't the one 'dying'. Duplicating with the input graph keeps the rig and animation intact.


This polygon also has to be slightly pulled away from the mesh so that it doesn't intersect and cause strange rendering glitches.





Keeping this individual face means that I can animate it on its own in Unity. I animate the alpha channel from 0 - 1. Going from transparent to opaque. This is set from 0-60 frames (2 seconds)


I then need to have another duplicate of the face with no history. This polygon then has no rig, or animation or anything else related to it. I line it up with the character model and use this polygon to animate the falling motion.


But first I make sure that the polygon is not being rendered, then switch on the renderer as soon as the falling starts.

All of this seems a bit convoluted but I had tried several other ways of making the polygon fall including just animating the original duplicated poly in Unity but because of the rig already being attached it wasn't possible. I also tried adding a collider and rigidbody to the polygon to let gravity take it to the ground but this wasn't working either.

This is the current result using my method.


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