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Question by PEOWIfjpwoiqjf · Oct 28, 2011 at 06:50 PM · meshmeshfiltercombinemeshes

Combine meshes?

Hi all,

I have an object that is made up of multiple meshes. I want to combine all of these meshes into one mesh so that I can shade with transparency correctly. I have tried using http://unity3d.com/support/documentation/ScriptReference/Mesh.CombineMeshes.html, but that just makes my character disappear. This might be because my mesh pieces are moving? I'm not really sure.

Thanks!

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avatar image DaveA · Oct 28, 2011 at 06:51 PM 0
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If you zoom out so you can see your resulting mesh's origin, does the mesh show up? I'm thinking it needs to recompute bounding box.

avatar image PEOWIfjpwoiqjf · Oct 31, 2011 at 05:14 PM 0
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No I cannot see the mesh if I zoom out.

avatar image altra4u · Jun 07, 2012 at 11:14 PM 0
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hey man did you do this to an animating character? Like changing 1 body part with another? What all did you have to do? I'm trying to do the same and can't find much info out there. help appreciated.

avatar image PEOWIfjpwoiqjf · Jun 07, 2012 at 11:39 PM 0
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@altra4u, what have you gotten so far? I was working with an animated character that I wanted to cross fade with another 3d model. The issue was that I was missing some function calls as I noted below.

avatar image altra4u · Jun 08, 2012 at 12:30 AM 0
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well what I have so far is being able to instantiate weapon models and parent them to the right node in the hierarchy thereby making the character hold a weapon. What I want to be able to do is replace the current head with say 5 other heads. I can destroy the current head and put a new one in its place but its obvsiously not a skinned part of the mesh and hence does not animate and all. Also I'm not really sure what you mean by crossfade into another model. Did you mean character A playing animation xyz turns into character B also playing animation xyz? Btw, I'm trying to follow this link http://www.unifycommunity.com/wiki/index.php?title=Skinned$$anonymous$$eshCombiner but its falling short of explanations on why I have to do what I need to do.

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Answer by PEOWIfjpwoiqjf · Nov 14, 2011 at 09:18 PM

Found an answer to this, needed to call mesh.optimize, and my transform needed to be modified since the example assumes the object is at 0,0,0.

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avatar image Saitodepaula · Aug 20, 2012 at 06:00 PM 0
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I'm trying to use combine meshes too, but I'm having problems with position. How did you modify the transforms?

avatar image MountDoomTeam · Sep 18, 2012 at 09:40 AM 0
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i have a problem in procedural mesh followed by combine mesh script, i think the combine mesh in the parent obj is being called b4 the procedural objects have finished being instantiated.

avatar image Saitodepaula · Sep 18, 2012 at 01:16 PM 0
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@ZoomDomain, I didn't understand what your problem actually is. If it is related to the question made here, there is another approach to it too http://answers.unity3d.com/questions/305080/modify-position-in-transform-matrix.html.

avatar image MountDoomTeam · Sep 18, 2012 at 02:30 PM 0
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hiya, it's ok i figured it out. it's just that i spent many fruitless days trying to combine meshes... and i looked at 40 community pages to find why it didnt combine, so i thought i would post a brief reference on this combine mesh about how combinemesh doesnt work if it actions before the instantiate happens, solution is use the combine children extended version and set a delay of 10 frams in the options. Also the CombineChildren extended version performs a vertex triangulation or something that is called by the mesh.optimise function so you dont need to use mesh optimise with it.

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