Negative scaling a skinned mesh renderer

Hi,

I’ve got a situation involving loads of animations that would be made A LOT easier by just negative scaling (i.e. flipping) the skinned mesh renderer (so the gameobject scale would be -1,1,1).

However I’m fairly sure I read a long time ago that negative scaling is a bad idea… for some reason! Can anyone shed any light on whether this is still the case, and if so, why?

There are no child colliders of anything like that to worry about.

Nope, there aren’t any issues with negative scaling on skinned meshes.

Physics & Collision, yes. Particle Systems, sometimes. Skinned Meshes, no.

Hmmm OK @bgolus , thanks!

I went on another hunt and actually found the mention, here: Generic Animation: Is there a way to mirror generic clips?

from @Mecanim-Dev - “negative scaling a skinnedMesh can lead to performance issue”.

So do you think that can be safely disregarded @bgolus ?

It might be more expensive if you’re using some of Mecanim’s more advanced retargeting features. But for the general case we’ve certainly never had any issues.

OK that’s great, thank you! I think I’ll push on with that approach (unless @Mecanim-Dev appears with dire warnings!).

Just for context, I’m using a generic rig, and the animation rigging package for IK.