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Question by mushymesh · Sep 09, 2020 at 09:55 PM · skinned mesh renderer

MeshSmoother with SkinnedMeshRenderer

edit: had to fix a weird double-post

I was trying to use the code from MeshSmoother from Wiki on a SkinnedMeshRenderer instead of MeshFilter - however I run into some problems. First I had several 'object reference not set to an instance' messages when I replaced MeshFilter with SkinnedMeshrenderer and .mesh with .sharedmesh. If I understand correctly, SkinnedMeshRenderer doesn't allow for .vertices operations?


Right now I tried adding .BakeMesh, and while there's no error messages I'm not sure how to re-apply a new mesh to the renderer or even how to see if the code is doing anything to the input mesh. Current code below (the only change is for the TestSmoothFilter.cs):

 void Start()
     {
         Mesh meshfilter = new Mesh();
         gameObject.GetComponent<SkinnedMeshRenderer>().BakeMesh(meshfilter);
 
 
         // Clone the cloth mesh to work on
         sourceMesh = new Mesh();
         // Get the sourceMesh from the originalSkinnedMesh
         sourceMesh = meshfilter;
         // Clone the sourceMesh 
         workingMesh = CloneMesh(sourceMesh);
         // Reference workingMesh to see deformations
 
         // Apply Laplacian Smoothing Filter to Mesh
         int iterations = 1;
         for (int i = 0; i < iterations; i++)
             workingMesh.vertices = SmoothFilter.laplacianFilter(workingMesh.vertices, workingMesh.triangles);
             //workingMesh.vertices = SmoothFilter.hcFilter(sourceMesh.vertices, workingMesh.vertices, workingMesh.triangles, 0.0f, 0.5f);
 
         meshfilter = workingMesh;
     }


I guess my question is - how can I access vertices for SkinnedMeshRenderer? Or if I need to use BakeMesh, how can I apply a new mesh to a current SkinnedMeshRenderer to see changes?

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