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Question by JeffBert · Dec 17, 2015 at 04:11 PM · scalingparent-childmodel importing

Child model skinned mesh does not scale with parent

I've updated to Unity 5.2 from 4.6.8 and I'm having a problem where my model's skinned mesh doesn't scale with the parent even though the colliders (even the crown) scale correctly:

scaleimage

Any clue as to what could be causing this?

pic.png (36.9 kB)
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avatar image Owen-Reynolds · Dec 17, 2015 at 04:40 PM 0
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Is this during Play? If so, are there any animations running on it which might be scaling the size (I'm not sure if Unity even does that, but in general animating scale works.)

avatar image JeffBert Owen-Reynolds · Dec 18, 2015 at 07:49 PM 0
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No the screenshot was not taken during play. Scaling in the editor scales everything but the mesh stays the same size.

avatar image jhoemar · Jan 06, 2016 at 11:07 AM 0
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This also happens on my end. It appeared after I updated my copy to Unity 5.3! Im sure what is the problem exactly. It seems the child meshes are not affected by the parent scale.

avatar image JeffBert jhoemar · Jan 07, 2016 at 08:57 PM 0
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Do you optimize your models' in the Rig tab of your models? I've noticed that this problem stops if I don't optimize the models.

avatar image jhoemar JeffBert · Jan 08, 2016 at 03:46 AM 0
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Yes, I did. I toggled off the optimize field but nothing happens. For now the only solution would be the scale factor. But that is not a permanent fix. We should be able to scale the mesh on transform correctly.

avatar image Roobubba · Jul 21, 2016 at 04:29 PM 0
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Perhaps related to this, I'm finding that particles emitted from a skinned mesh renderer on an object with a scale of 5, 5, 5 appear from a volume approximately 5x that of the mesh. If the object ins$$anonymous$$d has a mesh renderer, the particles are emitted from the correct volume. Is there a bug specifically relating to skinned mesh renderers and scale?

avatar image JeffBert Roobubba · Jul 21, 2016 at 04:56 PM 0
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For me the problem was when I optimized game objects in a model's rig in the import settings. It was fixed in version 5.3.4p1.

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Answer by JeffBert · Jul 21, 2016 at 04:55 PM

This was a bug that was caused when you optimized game objects in a model's rig in the import settings. This was fixed in release 5.3.4p1

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avatar image Roobubba · Jul 21, 2016 at 06:03 PM 0
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Yes - I found out my particle system was not in local space - that turned out to be the problem (but there is different behaviour between skinned mesh and non skinned mesh renderers).

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