Mecanim and character asset bundles

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?

Found an answer myself: Set the an animation type to “legacy”…