I’m not trying to be combative in any shape or form but are you a troll? I’ve worked in the visual effects industry for almost a decade and that may be one of the most bizarre things I’ve ever heard.
There are a multitude of game objects which need to be rigged which don’t actually deform including guns and vehicles. Skeletal meshes aren’t only used for deforming objects. The mech from Halo 4 doesn’t deform at all but it’s built with a skeletal mesh. :S
And yes, I am talking about mixing baked with non-baked. My goodness.
I KNOW you can’t mix baked with non-baked thats my point, as I’ve stated four times. I know there are differences when mixing the lighting. Are you even reading my posts?
Literally everything you have just said there, I already know, as I’ve stated a few times on here. You’re just reiterating what I’ve already said.
I was wondering if anyone had any process to mitigate the lighting differences but it looks like the answer is no. Not sure why I’m having a ridiculous diatribe about skeletal meshes.
“The only reason to ever use a skeletal mesh is when things have to deform.”
So if I was to ask you to make a mech? You wouldn’t rig it if it has no deforming parts? :S
I mean, what a ridiculous thing to say, of course you can use skeletal meshes for mechanical and non-deforming objects with complex animation. That’s the normal way of doing things.