Question by
Grootloops · Mar 08, 2018 at 10:05 PM ·
c#skinnedmeshrenderer
Skinned mesh renderer deforming objects.
Hey, so I've got this Skinned Mesh Renderer Character, He's rigged and everything. I've got a script that picks up, and equips the boots displayed on the left (That's how they're supposed to look)
However after equipping, the boots are displayed in the way they are on the right.
SkinnedMeshRenderer newMesh = Instantiate<SkinnedMeshRenderer>(newItem.mesh);
newMesh.transform.parent = targetMesh.transform;
newMesh.bones = targetMesh.bones;
newMesh.rootBone = targetMesh.rootBone;
currentMeshes[slotIndex] = newMesh;
This is the equpping code.
The model with the armor was made in Maya 2018
screenshot-2.png
(120.3 kB)
Comment
That's 'Translated' not 'Deformed' :)
Did you apply origin in modeller?
Eh. It's not "Translated" though. Everything is literally being pulled apart. It's on the arms lol. And what do you mean by origin?