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Question by Tutankhamen · Mar 27, 2013 at 09:17 PM · c#animation

Baking geometry of a mesh for every frame in animation...

I'm new in Unity and my task is to extract mesh data of existing skinned and animated objects. So, I want to access vertices of my mesh for every frame of every animation clip of selected object. So, I have a script:

 public class TestScript : ScriptableWizard
 {
 [...]
     void OnWizardCreate ()
     {
         GameObject subject = Selection.activeGameObject;
         Animation animation = subject.GetComponent<Animation>();
         SkinnedMeshRenderer[] smrs = subject.GetComponentsInChildren<SkinnedMeshRenderer>();
         // Process
         foreach (AnimationState  clip in animation) {
             animation.Play(clip.name);
             foreach (SkinnedMeshRenderer smr in smrs) {
                 // Process every mesh
                 Mesh sharedMesh = smr.sharedMesh;
                 Debug.Log("Processing mesh " + sharedMesh.name + " with " + sharedMesh.vertices.Length + " vertices:" );
                 clip.time = 0.0f;
                 int frame = 0;
                 while (clip.time <= clip.length) {
                     // process
                     Debug.Log("--- Frame " + frame + " at " + clip.time);
                     Mesh bmesh = new Mesh();
                     smr.BakeMesh(bmesh);
                     Debug.Log("### Vector " + bmesh.vertices[0].x + "  " + bmesh.vertices[0].y + "  " + bmesh.vertices[0].z + "  ");
 
                     // Last frame?
                     if (clip.time == clip.length) break;
                     // move to the next frame
                     clip.time = (float)(frame) / 60.0f;
                     frame ++;
                 }
                 //
             }
         }
     }
 [...]
 }

It looks like I can't apply an animation to my skinned mesh and every frame I have the same result. Am I doing something wrong ?

Thank You!

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