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Question by Jon_T · Apr 15, 2020 at 04:12 PM · animatoravatar

Animation not being applied to bones on extracted submesh

Hi all, ok so I've made a little utility to extract a submesh from a daz figure and reapply it to a new SkinnedMeshRenderer. Everything works as expected except when I add an Animator component and try to animate, the bones remain unaffected. I've confirmed the bones are affecting the mesh correctly by manually rotating them. If I use the Avatar from the original model I get no errors but also get no bone manipulation, the root motion part works ok.

I'm in the process of using AvatarBuilder to build a new Avatar, but failing with it constantly producing the error

'AvatarBuilder 'Genesis.Shape: SubMesh 20': Required human bone 'Hips' not found'

While I've confirmed that all mappings exist and appear to be correct in the HumanBone and SkeletonBone arrays.

I'm at a bit of a loss and would be most gratefull if someone could help. Thanks John

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