yes, and it works well. But at the same time it’s not as easy to implement as the quad mesh system.
Eventually, I’ll be publishing an update to BoneBreaker that includes a script to do this. Since I use it extensively for grass and foliage meshes.
Would be much nicer to be able to actually get the pivots from where the faces are in 3d space via the position of each UV…
Quick update.
That’s “the best” I got to without leveraging vertex paint.
The rotation is supposedly simulating the camera position, but as you can clearly see, the transform pivot is still not even close to being Localized to each face.