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Question by
EvilWeebl · Oct 12, 2012 at 04:20 PM ·
bonesskinnedmeshrenderer
Attach one animated mesh to another
Ok I have a situation where I need to replace parts in a mesh, think like a robot. Now there are two ways of doing this and I'm waiting for my modeller to get back to me on this, but these would be to either:
a)Have a skeleton that is animated and then attach meshes to the bones.
or
b)Each part/limb is its own animated mesh and I would need to attach/swap out the parts by joining the bones together and have them all run their animation independently.
Now 'a' seems simpler but 'b' has greater customisation potential.
How would I do either?
Also a little off topic but how the hell do I find a bone in a mesh by name? SkinnedMeshRenderer.Transform.Find("boneName") doesn't seem to be doing it.
Thanks in advance for any help.
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