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Character assets bundles problems on skinned mesh
Hi,
I am building a sets of characters for female and male in assets bundles systems based on character creation unity demo.
I used to have a female character that is working in the game and later I continue working with the male model. As a progress goes, I have updated the female models and re import it back to the character (changes for models and added some dummy points in to the bones for accessories attachment) then I got this error when I run the game.
"Number of bind poses doesn't match number of bones in skinned mesh." error in file ....\Runtime\Filters\Deformation\SkinnedMeshFilter.cpp at line : 163
I am using 3dsmax2010 Max format for the character model file with skinned mesh and FBX for animation file. I tried everything I could possibly think of by reskinning, change format to FBX and re export animation with updated skinned mesh and I still got this error. I've checked the forum about this error, and I am pretty sure that the animation bones are the same as the skinned mesh I am using.
The male version is working fine with all the animation and even can be shared using the female animation.
Thanks!
Answer by Paulius-Liekis · Jun 07, 2010 at 08:41 AM
I'm almost certain it's a bug in Unity, not something wrong with your model. Removing your model from the scene (I know it's annoying) and adding it again usually solves the problem...
Hi Paulius,
Thank you for your reply, I have tried everything including reimport the models, tried different formats (3dsmax, FBX) and still got this error.
Later on I found out the problem is the model itself, it seems like somehow unity store my older version of the model and trying to apply the skinning to my new mesh. What actually happen is, in the new model I separate the leg mesh and merge it with foot mesh ( based on character creation unity demo ) then it cause the problem.
I have the exact same issue. How did you flush the older version of the model stored in unity?
You could try deleting the model from the assets folder and deleting the metadata at the same time. Quitting Unity and re-opening it generally assures a clean state for such operations.