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Question by RamiT · Sep 12, 2015 at 05:14 PM · meshconvertskinnedmeshrenderermesh renderer

How to change Mesh Renderer to Skinned Mesh Renderer with Script?

So I have button and I need to write function that changes current Mesh Renderer to Skinned Mesh Renderer with script. Is that possible? Is there way to just change it and apply root bone to it?

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avatar image Cherno · Sep 12, 2015 at 05:52 PM 0
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I dont know, you have to consult the scripting API. However, I know that is possible to assign bones and weights to a Skinned$$anonymous$$eshRenderer.

avatar image MattGen · Sep 12, 2015 at 06:13 PM 0
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Why don't you simply use a "fixed" animation with a statue pose ? Or you could have the 2 components (skinned mesh renderer and mesh renderer) on your gameobject and switch them with the "activate/de-activate" checkbox when you need it.

avatar image RamiT · Sep 12, 2015 at 06:38 PM 0
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Okay, problem is that I import models in obj format to scene and try to get animations to work. I tried to add manually skinned mesh renderer and etc, but it won't move..

does obj format not support bones/weights.... :(?

avatar image SarperS RamiT · Sep 12, 2015 at 07:09 PM 0
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obj mesh format does not support animations, only static meshes. Below is the specification. http://paulbourke.net/dataformats/obj/

avatar image RamiT SarperS · Sep 12, 2015 at 07:21 PM 0
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Is there any way to get model moving using obj format? Does Obj format have vertex groups is that any help?

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avatar image SarperS · Sep 12, 2015 at 07:53 PM 0
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@RamiT How do you mean? Unity already supports FBX files. You can import them in the editor and then instantiate them in runtime as GameObject's.

avatar image RamiT SarperS · Sep 12, 2015 at 08:03 PM 0
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I mean I need to import model from outside of project folders I mean if I want to add some custom content to game after I have build exe. Too bad that obj format didn't work with animations have to think all again.

sorry for bad explaining. :)

avatar image SarperS RamiT · Sep 12, 2015 at 08:07 PM 0
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Either use Asset Bundles http://docs.unity3d.com/ScriptReference/AssetBundle.html or you have to code your own FBX importer using the FBX SD$$anonymous$$ http://www.autodesk.com/products/fbx/overview

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