I’ve got a SkinnedMeshRenderer mesh object in my scene and a secondary mesh with the same number of verts, but slightly different vert positions. As long as I don’t change the weight table of the object, I can replace the mesh vertices just fine. In addition, I can put 0.0 on already populated weights(in 3ds max) and it too will work just fine. However, when I set the weight table (in 3ds max) to “Delete Zeroed Weights” or try to add new weights for a vert the mesh gets distorted in unity when the new boneWeights are applied.
I’ve checked the boneWeights array; they are both the same length.
Bone names haven’t changed and vert indexes are preserved.
I’ve tried recalculating bindPoses; it seems to cause more issues. Not really sure what bindPoses does anyway.
The new mesh is working with the animation if I just add it to the scene as a new gameobject.
Has anyone dealt with this issue before and can point me in the right direction?