OK, so previously in Castles - which involves castles growing from the ground up - I’d been using the mesh morpher script to animate the castles. As evidenced by MC’s thread, this method presented a lot more problems than it solved, so we’re using skeletal animation now.
But one thing is missing: I have a “dust emitting” algorithm that compared vertices before and after animating, and emitted dust anywhere that had changed, sort of a “poof! it’s there now!” effect. With MeshMorpher, it would modify the vertices of the mesh on the MeshFilter and I could get the old and new vertices using:
var origVertices : Vector3[ ] = theMeshFilter.mesh.vertices;
However, a skinned mesh doesn’t seem to modify this mesh property. So my question is: where would I look to get the array of vertices after the animation has been applied to them? Is it available?
Thanks,
Ray