Unity assigns the wrong "Root Bone" to a Skinned Mesh Renderer. Can I fix this?
Hello! I have clothing objects that are rigged to go with the character. When I import the objects, the "Root Bone" in the Skinned Mesh Renderer component is usually off by one or two bones. For instance, a "Bracer" which should be on a forearm bone, ends up having "Upper Arm" as it's root bone.
The result is that the bounding box moves with the root bone rather than the object -- this can cause the object to disappear in close up camera shots, as Unity things the object isn't in the frame when it is.
This seems to be an automatic thing. I can adjust it and save a prefab, but I can't seem to adjust it in the project folder -- I only have access to that when it's in the hierarchy.
Is there a way to adjust the import, so that the Root Bone is proper automatically?
Thanks!
2017 now and I have this problem too, all my meshes are tied to the first bone of the armature. and not to the first one painted on the mesh. I tried to correct this by script, but the bounds are going crazy when I do this
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