- Home /
Creating a rope using skinned mesh renderer
I'm trying to create a physics based rope. I've got joints in a parented hierarchy. Each joint has box collider, rigidbody and hingejoint components. They follow themselves as expected. However the skinned mesh refuses to follow them. It seems that it only follows the root joint and ignores the rest. http://i.imgur.com/6bxQabR.png
Here's my skinned mesh renderer settings, there really isn't that many settings to play around with. http://i.imgur.com/CHJYCwv.png
What am I missing? Why does my mesh not react to all the joints? The mesh has the same amount of segments as there are joints. The segments are located between the colliders, where the joints are.
Answer by mautere · Jul 17, 2016 at 03:07 PM
Turns out since I was creating the mesh dynamically, instead of importing a skinned model from a 3d application, I was missing the assignment of bones, boneWeights and bindPositions.
Your answer
Follow this Question
Related Questions
Using HingeJoint2D to Join Objects at Specific Points 2 Answers
How do you make an wire/rope type object and attach to 2 separate objects 1 Answer
How to limit the motion direction of a GameObject? 1 Answer
How do you attach moving parts (moved by physics) to an animated character? (Secondary Animations) 1 Answer