On animated characters: Why sometimes changing mesh filter works, and other times it doesn’t?
First, lest do a summary of what I’ve got:
1) A fbx file of the low poly version of a character, with a biped skeleton (from 3dsmax)
2) A fbx file of the HIGH POLY VERSION of the same character as above, with the same biped skeleton
3) An animation that works for both files
Both characters (Lowpoly and Highpoly) work fine on their own, but they don’t work with each other’s mesh filter.
Sometimes I can have two characters with different mesh, but same skeleton and animation, and I swap the mesh filter with one another, and it works, the animation plays nicely; yet sometimes it doesn’t, the mesh gets messed up with this one character, a very important character.
I’m trying to do a LOD system in which I just switch the mesh filter to lowpoly or highpoly. But there’s this one character that gets messed up if I change the mesh filter (between lowpoly and highpoly version), and I have no idea why.
Someone help me! I’ve been trying to solve this for several days!
I really need the lowpoly highpoly meshes for the character (which share the same skeleton in 3dsmax, yet different mesh low&high), to be able to use each other’s mesh filter, so I can swap them on the fly.
Basically what I do is: drag and drop the low poly character on the scene. Go into the Skinned Mesh Renderer Component, and I change the mesh for the high poly, and bam, it gets all scrambled right there. Same happens the other way around (from high to low) There’s no way I can fix this, non that I know of!
What I’m aiming at is that when the character is too far away, I set the mesh filter to be the lowpoly mesh, and when it’s close, I set the mesh filter to be the highpoly character.
I’ve done this with a couple of characters, in an attempt to reproduce the error, but it works like a charm for those other characters (as I thought it should) YET, with the main character its getting messed up, and no matter what I do, it always gets messed up when I give the other mesh filter.
What are the rules for being able to swap a rigged character’s mesh filter so it doesn’t get messed up?
I’m not sure what it could be, maybe vertex id? maybe it’s because they’re using different materials? I just don’t know!