In reference to the docs for working with modular characters.
Can you have dynamics/physics when using the “Mesh Merge” method?
I mean independently for each merged part with their own animGraphs… for example, if you had unuique customizable armor parts that can be swapped by the user on the fly, and each armor has a subset of skeleton joints to attach to the main body but also has their own additional joints that are unique to that armor part, where you can add things like poseDrivers and springControllers, and animDynamics ect in their own animGraphs so they get secondary motion as the character moves?
Which method would be the most efficient for this? I understand that the Master Pose method uses only the masters animation but has many draw calls for each part, and the merged method has only the draw calls for the single merged mesh, and the copy pose method has animations for each child part and multiple draw calls. Also, Can your attached parts have their own cloth sim with any of these methods?
Does retargeted animation work with these methods?
Are there any examples of the Mesh Merge where each merged part has their own unique physics/animGraph? Is it possible?