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Question by mautere · Jul 16, 2016 at 01:28 PM · physicshingejointropeskinned mesh renderer

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.

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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.

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