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Dynamically attaching a skinnedMeshRenderer to existing character
I just saw this in the 4.3 release notes, anyone know how it works?
Mecanim: [Optimize game objects] Add support for dynamically attaching a SkinnedMeshRenderer to an existing character (like wearing glove). As long as the SkinnedMeshRenderer and the character have the same rig, they don't need to come from the same FBX file.
I'm assuming there's an function in the API to do this but can't find it.
$$anonymous$$aybe all I have to do is toggle the "Optimize Game Object" checkbox in the model import inspector and parent the object with the Skinned$$anonymous$$eshRenderer to a character bone?
It would be great if Unity actually documented new features so we didn't have to guess...
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