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Question by commodore · Mar 14, 2015 at 03:55 AM · runtimevertexweightboneweights

I can't set the bone weights at runtime

     pieceMesh.boneWeights[0].weight0 = 0.0f;
     pieceMesh.boneWeights[0].weight1 = 1.0f;
     pieceMesh.boneWeights[0].weight2 = 0.0f;
     pieceMesh.boneWeights[0].weight3 = 0.0f;

     print(pieceMesh.boneWeights[0].weight0);

This outputs "0.6888725" which is the original bone weight. It should be zero. I don't know what's going wrong here. The docs say

"Each vertex can be affected by up to 4 different bones. All 4 bone weights should sum up to 1."

so I gave weight1 1 but it doesn't look like that's the problem.

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avatar image Cherno · Mar 14, 2015 at 04:30 AM 0
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I would guess that you need to create a new instance of the weights array, change the values you want, and then pass it back to the mesh.

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Answer by Bunny83 · Mar 14, 2015 at 06:05 AM

boneWeights is a property like all the other array in the Mesh class as well. That means when you read-access the property you get a copy of the internal array back. Changing something in that array won't change the actual data. You have to assign the array back to the property:

 // C# / UnityScript
 var weights = pieceMesh.boneWeights;
 weights[0].weight0 = 0.0f;
 weights[0].weight1 = 1.0f;
 weights[0].weight2 = 0.0f;
 weights[0].weight3 = 0.0f;
 pieceMesh.boneWeights = weights;
 
 print(pieceMesh.boneWeights[0].weight0);

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avatar image commodore · Mar 14, 2015 at 02:18 PM 0
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Ah that works, thank you. I feel like I should have known that

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