Position of skinned mesh with rigidbody on bones.

I have problem with get the position of my object. It’s nothing more than rigged cube with collider, rigidbody and spring joints on each bone. I want to get position, rotation etc. but it wont work like for other rigidbodies. After the game starts my object fall down but position stays as before :frowning: I think it’s easy to see on this video.

Ok i’ve found solution :slight_smile: Just create object “center” and add this script.

public GameObject[] Bones;

Vector3 center;
	
void Update ()
{
     for(int i=0; i < Bones.Length; i++)
     {
          center += Bones*.transform.position;*

}

center = center / Bones.Length;

transform.position = center;
}
Then just get the position of this object. It should be placed in the middle :slight_smile: