Hi, I’m using the mesh filter and renderer to get a hold of the vertices of the mesh and assign spheres to the mesh, but I’m using an fbx model which has a skinned mesh renderer by default. I’ve managed to assign spheres to each vertex but the mesh itself doesn’t match the size or the rotation of the actual model.
I want to assign the spheres to the textured fbx model like in the image but i can’t get the vertex information from it. I read on other posts about SkinRenderer.BakeMesh(), but I have no idea how to use it because the document is really ambiguous on how to use it. I have an array of vertices which I get from mesh.vertices. I tried changing the size and rotation in the blend file that it was made in but no difference. I also tried to putting the mesh in an empty gameobject and resizing it that way but the result is the same.