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Question by
jamesedge · Dec 01, 2013 at 05:31 PM ·
mesh verticesmesh manipulationsharedmeshskinnedmesh
non-destructive editing of a sharedmesh
I have a SkinnedMeshRenderer for an asset built in max (fbx format), it is a rigged mesh. I need to be able to modify the mesh itself, i.e. the base mesh, via script. I tried editing the vertices attached to the sharedMesh in the SkinnedMeshRenderer, but this destroys the mesh of the original asset. Is there a correct way of non-destructively modifying the mesh for a rigged model?
For example, do I need to somehow clone the entire model (copying the data from the asset)?
I need to do this in script so that I can personalise the asset to the player at runtime.
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