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Danglymeshes are surprisingly easy to set up and can be a very effective means of adding a feeling of presence and life to your models.
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This is why the gradient tool, the use of which I have described above, is such a good way to paint your vertex weights - if, that is, your danglymesh is for an organic or fully flexible type of object such as hair, loose leaf foliage, loose rope, or flowing cloth. However, if you wanted to have, for example, a chain that was mostly in-flexible and only flexes in specific places, you could do that by having uniform weights for all the verteces in each rigid section.
Problems with danglymesh
Performance
Note that Clippy warns on the Vault discord on 22/02/2022 that danglymeshes are handled inefficiently by the engine, so can be very performance-heavy. Be cautious in your approach to how many danglymesh objects you will have in an area.
Crashes
Note that if you set an object as danglymesh but do not set a vertex group under the 'Constraints' field in Blender (in the NeverBlender 'Danglymesh Properties' part of the Object Properties rollout) then you are liable to experience NWN client crashes when you try to load into an area with your danglymesh object. Follow Black Rider's tutorial to quickly set up your vertex group, then sort out your vertex weights and object-wide attibutes. You should no longer experience any crashes if your danglymesh is set up properly.
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