Thank you, so much, for the very detailed breakdown! Very informative.
This is for client product work, so unfortunately, sharing it with someone else won't be possible.
I'll consider the trial option, but obviously, that isn't necessarily the best practice for continued work, moving forward.
Hello guys, did you ever make any progress with this? I've just opened a similar question on this here: https://cineversity.forums.maxon.net/topic/2379/glb-gltf-export-issues-named-animation-tracks
But I can't use FBX without breaking materials... Glad of any advice.
I now have a much better understanding of why the dynamic structure and distances between particles cannot work the way I envisioned. I realize my expectations were falling outside the logical boundaries of how the physics engine actually operates.
Nevertheless, I truly appreciate the time and dedication you took to look into this and explain it to me. Thank you very much for all your help!
It appears you have a lot of "Non Manifold" topology in the model causing this. This means that some edges belong to more than 2 polygons and this is not considered "good" topology.
Select all your polygons, go to Mesh menu - Clone - Resolve Non Manifold and everything should look good...