Like sims character modifier script?
Hi! I try make character modifier script like sims have. I think best solution is this
Do 2 model of character ("non-fat" & "fat") (Whit same count of vertex).
Place models in unity in same position.
Duplicate another model and put "non-fat" & "fat" models in dublicated model. (To children).
Calculate children models vertices positions difference.
Add difference to Parent model vertices position.
public class VertexManipulation : MonoBehaviour { public GameObject[] Obj; public Mesh[] mesh = new Mesh[3]; private Vector3[] vertices1; private Vector3[] vertices2; private Vector3[] vertices3;
public float SuperAwesome = 0.5f; // Use this for initialization void Start () { mesh[0] = Obj[0].GetComponent<MeshFilter>().mesh; mesh[1] = Obj[1].GetComponent<MeshFilter>().mesh; mesh[2] = Obj[2].GetComponent<MeshFilter>().mesh; vertices1 = new Vector3[mesh[0].vertexCount]; vertices2 = new Vector3[mesh[1].vertexCount]; vertices3 = new Vector3[mesh[2].vertexCount]; vertices1 = mesh[0].vertices; vertices2 = mesh[1].vertices; vertices3 = mesh[2].vertices; } // Update is called once per frame void Update () { Vector3[] Different = new Vector3[vertices1.Length]; for(int X = 0; X<Different.Length; X++){ Vector3 worldPt1 = Obj[0].transform.TransformPoint(vertices1[X]); Vector3 worldPt2 = Obj[1].transform.TransformPoint(vertices2[X]); if(worldPt1 != worldPt2){ Vector3 Heading = worldPt2 - worldPt1; Heading = new Vector3(Heading.x * SuperAwesome,Heading.y * SuperAwesome,Heading.z * SuperAwesome); Different[X] = worldPt1 + Heading; }else Different[X] = worldPt1; } mesh[2].vertices = Different; } }
This script kindly work. Problem is when i get vertices in mesh, it dont give me correct vertices if mesh is little bit "harder". I dont have this problem whit simple 2D meshes. Any solutions how i fix this?
Obj[0] = "non-fat";
Obj[1] = "fat";
Obj[2] = Mesh We Want To Modify;
SuperAwesome = How Much We Want To Change Obj[2].mesh.vertices positions from Obj[0].mesh.vertices positions to Obj[1].mesh.vertices positions;
Answer by domigue · Apr 02, 2016 at 05:59 PM
I find the problem is hard edges :) If models have same count of hard edges this works fine. The is something still what is cracking me. If i transform object somewhere out of (0,0,0), mesh will "move faster" than my object origin. is there something wrong whit "worldPt1" and "worldPt2"?
Your answer
![](https://koobas.hobune.stream/wayback/20220612074032im_/https://answers.unity.com/themes/thub/images/avi.jpg)