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Question by vexe · Jan 18, 2015 at 11:38 PM · meshmodelfbxrendererskinnedmeshrenderer

What is required from my model for Unity to add a SkinnedMeshRenderer?

Unless I missed a thread/webpage, I couldn't find that many info on the subject.

What does Unity need/require from the model for it to add a SkinnedMeshRenderer to it?

  • I guess the model has to be rigged, and skinned?

  • Does the model format have to be an FBX?

  • Does the model skeleton have to follow a certain hierarchy model/tree?

Any information is appreciated.

Thanks.

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avatar image knuckles209cp · Jan 19, 2015 at 10:15 AM 0
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Yep everything you said . But you may need a bone parenting that mesh due to the properties.

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Answer by meat5000 · Jan 19, 2015 at 10:13 AM

SkinnedMeshRenderer is added automatically to any Imported FBX model that requires it. This will be skinned, rigged and animated models.

Specific hierarchy/naming of bone structure is only required for Mecanim Humanoid Animation Recycling (ReTargetting).

If SMR is not required, a Mesh Renderer should be added instead.

If you have a 2-tier model ([Main Object -> with Animator, Rigidbody etc][Children -> Mesh and Skeleton])

The Mesh object will contain the SMR component.

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avatar image vexe · Jan 19, 2015 at 10:17 AM 0
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Thanks for your answer. So the model 'has' to be animated? - I'm trying to use Skele so I could animate things myself, it only works with a S$$anonymous$$R - it lets me create animations from scratch, but if I don't get a S$$anonymous$$R, I can't do anything

avatar image meat5000 ♦ · Jan 19, 2015 at 10:28 AM 0
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I think, unless the model has animation to import the S$$anonymous$$R won't be added. I could be wrong, but normally it seems to put a normal $$anonymous$$R ins$$anonymous$$d.

It seems you can't add a S$$anonymous$$R yourself, however you CAN Copy the Component and Paste as New Component to the model that requires, if you can find a model that already has one.

avatar image vexe · Jan 19, 2015 at 10:50 AM 0
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It also seems to work if you do it from code AddComponent < Skinned$$anonymous$$eshRenderer > ()

avatar image meat5000 ♦ · Jan 19, 2015 at 10:57 AM 0
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Indeed. A little more tricky to configure that way.

avatar image vexe · Jan 19, 2015 at 11:04 AM 0
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I wonder if any problems would be caused by doing it like this... FYI I'm doing it on this Jill model ;p

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