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Question by drudiverse · Jul 16, 2014 at 11:28 AM · transformpoint

worldspace.transform.TransformPoint(v3) ??

transform.transformPoint is abit misleading, because it doesnt give the position of a vertex relative to world space, but relative to the object that you specify by rootObject.transform.TransformPoint...

if you have levels of parents, top is resized to 0,1, with child gameObjects resized to 1, if you use the top parent for transformpoint, it will not accound for the childobjects position in that parent, and if you use the childobject transform, it wont account for the top level parent's size values, only for the child position.

at the end of the day i couldnt get the vertex world space of a vertex in 2 parents of different sizes and positions.

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avatar image Sisso · Jul 16, 2014 at 01:23 PM 2
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did you have a question?

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Answer by Bunny83 · Jul 16, 2014 at 02:16 PM

I'm also not sure what you mean. A mesh (or a MeshRenderer) only has one object it is attached to. That object is the object which will be used to transform the local vertex coordinates into worldspace.

I have the feeling that you talk about a SkinnedMeshRenderer which is something completely different. The skinning happens in localspace and in the past you had no access to the final skinned vertex positions. Fortunately unity added the BakeMesh method which can be used to access the skinned mesh at the current moment.

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avatar image drudiverse · Jul 21, 2014 at 04:28 AM 0
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sorry, i intended to say: if you have many sub-children, say 6 levels, and you wish to simply have the world space of vertices of the lowest level, it's not possible: you have to work through about 6 TransformPoint operations, to straighten out all 6 rotations and scales relative to each other, because TransformPoint doesnt give world space, only relative to one parent.

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