I have a skinned mesh I generated from a bunch of other skinned meshes. It has weights, bind poses and everything.
But it still uses the skeleton from the one of the original meshes. How can I make it’s own skeleton?
I can do newBoneParent = Instantiate(originalBoneParent) to clone the original bones, and I can assign to SkinnedMeshRenderer.bones an array of the new bones.
But the new bones won’t move. I suppose they’re handled by the Animation class? But I can’t find any way to assign bones to that class. How does Unity know which bones(transforms) to animate?