How to get a model to use a rig already with animations?

have a rig for a veloceraptor with a bad model attached to it, so what i need is for the new model to be attached to the rig instead so it uses the same animations. I hope that makes sense.

Take a look at this script. I have used it to make a character “wear” a piece of clothing, but you can modify it to suit your own needs easily.

You new, improved model needs a rig with the exact same number of bones, but it needs no animations itself.

[Shared skeleton and animation state][1]

Also take a look at my own thread:

[Weightless bones don’t get added to SkinnedMeshRenderer bone array?!?][2]

I made some changes to it:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;




public class test : MonoBehaviour {

	public GameObject target;
	public Transform rootBone;

	//bones List gets all bones from the SkinnedMeshRenderer at Start()
	public List<Transform> bones = new List<Transform>();   
	//boneArray Transform gets filled in the assign function. It has to have the same bones in it as the bones List, or there will be an error.
	//If the main body mesh is missing any bones, try giving them weights or keyframes and export again.
	public Transform[] boneArray;


	void Start () {
		
	}

	void Update() {


		if(Input.GetKey(KeyCode.M))	{
			if(target != null) {
				AssignToActor();
			}
		}
	}


	void AssignToActor() {

		//parent object to actor just in case, and move it there (although the bone movement technically takes care of it)
		transform.parent = target.transform;
		transform.localPosition = Vector3.zero;

		SkinnedMeshRenderer targetRenderer = target.GetComponent<SkinnedMeshRenderer>();
		Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
		foreach(Transform bone in targetRenderer.bones) {
			boneMap[bone.name] = bone;
		}
		
		SkinnedMeshRenderer thisRenderer = GetComponent<SkinnedMeshRenderer>();

		boneArray = thisRenderer.bones;

		for(int i = 0; i < boneArray.Length; i++) {

			string boneName = boneArray*.name;*

_ if(boneMap.TryGetValue(boneName, out boneArray*) == false) {_
_
Debug.LogError("failed to get bone: " + boneName);_
_
Debug.LogError(i);_
_
}_
_
}_
_
thisRenderer.bones = boneArray; //take effect*_

* }*

}

_[1]: http://answers.unity3d.com/questions/44355/shared-skeleton-and-animation-state.html*_
_
[2]: http://answers.unity3d.com/questions/668332/weightless-bones-dont-get-added-to-skinnedmeshrend.html*_