- Home /
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
Your answer
![](https://koobas.hobune.stream/wayback/20220612231509im_/https://answers.unity.com/themes/thub/images/avi.jpg)