particles - mesh renderer vs skinned mesh renderer

Hi,

I’ve got what might be a silly question. If I use a mesh renderer and a skinned mesh renderer I get different particle behaviors. This might be due to me not understanding of how one or the other works. But let’s say I have particles appearing on a sphere and that sphere changes position. In mesh renderer the particles are on the surface all the time, whereas with the mesh surface renderer the particles retain the ‘emitted’ position, meaning that they either don’t follow the object (if they’re permanent) or they appear at ‘temporary’ positions where the object was during a frame of emission.

So my question. Can I use skinned mesh renderer while retaining the behavior of particles to ‘stick’ to the surface of the mesh all the time. Meaning that a particle’s local position is tied to the surface of the object and not just where it was a certain frame ago.

Thanks!

What this also leaves me trying to figure out is how to hide the ‘skinned mesh renderer’ object, since it seems that it hides the particles with it. Whereas with the mesh renderer I can hide the object but particles remain visible.

Turning off the skinned mesh object seems to show particles if I turn on ‘trails’ or some of the other modules (I can set them to 0 so no extra effects get added). This way I hide the mesh and still have the particles.

The problem of particle position still persists though. I’m not sure how to have them ‘follow’ the mesh and not keep the initial emitted position.