Hi everyone,
I’ve been porting an older project of mine from 3.5 to 4.0… during the testing stage I wanted to play around with mecanim, but found that it didn’t play well with the generated character assetbundles (taken the generator scripts from the Unity’s character example).
In fact, when I export an character that has multiple meshes into character asset bundles, I get errors like “BindSkeleton: cannot find Transform ‘…’” where ‘…’ is the body part which has not been instantiated (~20 in my case).
Now, when I go into the import settings of the mesh and I set “Rig” → “Animation type” to “None”, the Avatar icon in the object hierarchy disappears… but I cannot generate any character asset bundles anymore. In fact, the output of following lines:
SkinnedMeshRenderer[] smrArray = characterClone.GetComponentsInChildren<SkinnedMeshRenderer>(true);
Debug.Log("Number of skinned meshes: " + smrArray.Length.ToString());
is 0… there are no skinned meshes anymore, even though the project hierarchy still shows all the sub meshes…
What is the best (current) way to handle this? How can I avoid the “BindSkeleton[…]” messages?