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Question by mmciver · Feb 17, 2017 at 04:27 PM · bonesprocedural meshskinned mesh renderer

Procedurally Creating Bones at Runtime

I'm working on a scripted model of a plant growing (with a wide range of input variables to change the shape that is actually grow) and while I've got it working for a static non-physics environment, I really want to have the branches, flowers, leaves, affected by gravity, pulling on a branch will bend the entire plant, etc... I first was trying to do this with lots of ConfigurableJoints, but it is rapidly turning into a headache. My more recent thought is to grow the entire plant as a Skinned Mesh with bones instead of graphically drawn branches connected by Joints. But, I'm coming up empty on resources for creating bones at runtime. The plant does start with a seed, and then a single tap root and a single stem out of the seed that starts to branch, so the solution will need to create and attach the bones needed in runtime.

I can do a subset of small basic un-meshed prefabs with bones in theory, but if i can do it all with script i'd prefer that.

The lack of documentation/discussion about this suggests that it isn't viable?

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