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How can I get the original bone bind position ( and not the matrix)?
So I know I can access the matrix that that deform the vertices with Mesh.bindposes, but how can I do the inverse? I need to access the original world position of each bone, as defined when I skinned the mesh in the 3D software. How do I calculate it? Is it possible?
Answer by 00christian00 · Mar 22, 2020 at 05:36 PM
I found how to get it, answer here: https://forum.unity.com/threads/how-can-i-get-the-original-bone-bind-position-and-not-the-matrix.851557/
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