Hi,
I am trying to add the skeleton to a new mesh in my scene. The original mesh contains the skeleton and the model moves according to the bone position and rotation. I now have a new mesh without a skeleton. I want to skin this new mesh to this existing skeleton. Below is my code where I copy the bone weights and add the skinned mesh renderer.
It doesn’t work. It deforms my new mesh terribly. Just for background, my new mesh is just an x-scaled version of the old mesh without the skeleton attached.
void Start ()
{
vertices = mesh.vertices;
//Get original mesh bone weights
weights=new BoneWeight[mesh.vertexCount];
weights = mesh.boneWeights;
// Get original mesh Renderer
top = this.transform.Find("Tops").gameObject;
SkinnedMeshRenderer meshRend = top.GetComponent<SkinnedMeshRenderer> ();
//Get original mesh Skeleton
Transform[] originalMeshBones;
originalMeshBones = meshRend.bones;
Matrix4x4[] bindPoses = mesh.bindposes;
for(int i = 0; i < 16; i++){
bindPoses <em>= originalMeshBones_.worldToLocalMatrix * transform.localToWorldMatrix;_</em>
* }*
* //Blend Mesh settings; tshirt is the blend mesh game object*
* tshirt.AddComponent();*
* tshirt.GetComponent ().avatar = humanAvatar;//human avatar is the original mesh avatar*
* tshirt.GetComponent ().applyRootMotion = true;*
* tshirt = tshirt.transform.Find (“Tops”).gameObject;*
//add skinned mesh renderer component to the new(blend) mesh
* blendMeshRend = tshirt.AddComponent ();*
//copy the bone weights and bind poses and bones
* BoneWeight[] blendMeshWeights=new BoneWeight[mesh.vertexCount];*
* blendMesh.boneWeights = weights;*
* Debug.Log ("vertex 2: " + blendMesh.boneWeights [2].weight2 + “vertex 100:” + blendMesh.boneWeights [100].weight0);*
* blendMesh.bindposes = bindPoses;*
* Debug.Log (“bind poses 0”+blendMesh.bindposes [7].m00);*
* blendMeshRend.bones = originalMeshBones;*
* //tshirt.transform.parent = this.transform;*
* blendMeshRend.sharedMesh = blendMesh;*
* blendMeshRend.rootBone = meshRend.rootBone;*
* }*