Hi, first post here.
I’m having a pretty big problem with asset updating. I have a bunch of characters, modeled, rigged and animated in Blender, which I have imported into Unity. These work great, and the animations look flawless.
These assets have been made into prefabs, which I have added into the game world.
The problem arises when I change the original assets (add a bone, delete a bone), and then switch back to Unity. I constantly get this error on every frame:
Number of bind poses doesn’t match number of bones in skinned mesh
The strange thing is that if I create a new prefab from the asset after making changes, the error goes away, but i can’t seem to find a way to update the prefab automatically.
And after having applied lots of scripts and properties to the prefabs, it’s bothersome to have to set it up again after each asset update.
I hope I am missing something. Does anyone have a tip that can solve this problem?
Thanks,
-William
We’ve had the same error. Not really sure how to fix that if you have made your models into prefabs, because as far as I know, prefabs in prefabs sort of gets “flattened” and you lose the original prefab-links. We manually updated the models in our prefabs to get rid of the problem whenever the models had such changes.
Please correct me anyone if I am wrong, I would like to know if there is a solution for this as well
You could, I suppose, add the meshes as references to a script on your prefab, and set it up from code (or make some use of the Resources.Load-functionality). That way you should be able to keep your “prefab-in-prefab” connections.
Please let me know if you come up with something good!
-Trond
Even after recreating the prefabs, we still get this error after doing a build and deploy. It can be a tad frustrating.
Hi guys,
looks as though you need to replace the animated prefab in the scene.
I’ve been beating my head against a brick wall for the past few days.
Trying all kinds of crazy changes.
replacing the character prefab in all the levels worked.
In the future it looks like it would be best for us to load the prefab dynamically when the scene is loaded.
Not really, no. That doesn’t fix it.
Sorry to bump this thread but I too need to update my prefabs and this is very cumbersome… I removed some unneeded bones on a small section on my model and now that I want to update the prefab (without have to reconnect my shaders and animations again), but I hit apply and nothing happens!!
Has anyone found a better way to do all of this?
EDIT: If I remove the offending part, all of my animations play again… I may have to replace that part of it with a new skinned mesh renderer…
same thing happened to me.
I got that error when I replaced the fbx file in the asset folder, so the prefab doesn’t display the model. But the model is almost the exact same, same number of bones, I had to edit the mesh then re-did the skin in 3ds max. the model in the prefab can be dragged onto the scene and is fine.
can someone find a solution to this