Question by
VesalAnatomy · Aug 04, 2021 at 09:11 AM ·
animationrig
How to split the rig and skinnedMesh of an animation, i have multiple sets of rigs but one mesh asset in my project.
I have an animation with rig and skinnedmesh like this :
When i copy two gameObject test1_tpose_simple (1) and test1_tpose_simple (2), and delete rig and skinnedmesh separately. RootBone`s reference is now missing in skinnedmesh of the second animation mesh gameObject, then i drag first rig node to missing RootBone. Finally, when i play the animation, I failed. The deformation of the skinnedMesh is different from the original one.
Result is this :
so how the SkinnedMeshRenderder to save the relation data with rig node, and can read this data to recovery !
dsssd-20210804161925.png
(195.3 kB)
eeee-20210804165000.png
(169.2 kB)
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