Manually updating a skinned mesh...

Please see here for details: http://forum.unity3d.com/threads/67047-Manually-updating-a-skinned-mesh

Anyone from Unity spread some light on this? It must be possible!

Cheers

SB

As has been noted, it isn’t currently possible to update a mesh collider to follow the animation of a skinned mesh in Unity. There are undoubtedly situations where it could be used but it would be very slow to recalculate the mesh collider on each frame, so it isn’t as useful as it first seems. Most games approximate the shape of the mesh by attaching primitive colliders (usually capsules) to the object’s bones so they move along with the animation.

Hey, Andeee,

I don’t want to update the colliders - that’s not my aim at all. The colliders are all set and sorted. I actually want to update the mesh with a different mesh. The mesh in question is the same fundamental layout as the original mesh, but has minor variations on the XYZ coords for the vertices, and totally different UV’s (albeit on the same texture).

For some reason doing

     Object.SkinnedMeshRenderer.sharedMesh = NewMesh; //pseudo code

doesn’t work as the mesh doesn’t change - all I want to know is how to update the SharedMesh component of the Skinned Mesh Renderer with a new mesh…

Any ideas?

Cheers,

SB

I swap meshes in several projects, so it’s surely possible.

I swap normal meshes all over the place too - it’s the SkinnedMesh which is the problem…

agreed, this is a problem. someone has to know how to modify a skinned mesh.