Hello, I have an object that has some animations and needs a Skinned Mesh Renderer to work correctly. This animations works fine. However when I apply a light bake over the object, nothing is happening to my object and there is no good result. I saw that skinned mesh renderers can’t be baked =(
If I take exactly the same object, remove the skinned mesh renderer, and add a mesh filter and a basic mesh renderer, everything looks great when doing the lightmapping bake! However animations are not working anymore
Any ideas how can I fix this behavior to have my animations working and a good light bake?
I need my object to be baked to have good quality, and to have animations. Please help =(
Thank you KEngelstoft. Do you have any workaround to create some shadows? Maybe a projector or something like that? I can add the general lightning of the object with blender and the texture
Unity has a workaround called Light Probe Proxy Volumes. https://docs.unity3d.com/Manual/class-LightProbeProxyVolume.html
Its not designed for baking shadows but you get much better light for larger meshes / skinned meshes then with just simple light probes.
I know, but that’s a different thing. And I can’t use it on mobile. And even on dekstop it’s much more expensive than simple being able to lightmap skinned meshes.
I have a few skinned meshes, that don’t move around a lot (they just play an idle animation) and in Unity 4 I used to be able to bake them as the rest of the scene and have them look great. Now I can’t.
Are there any alternatives on how to have an object using Skinned Mesh Renderer in a light mapped scene? Like excluding a few objects from baking so they don’t turn black after baking.
As @KEngelstoft said earlier, we currently do not support baking of skinned meshes. As other in the thread have mentioned, make sure to not mark your dynamic objects as static. You’d have to rely on light probes and LPPVs in order for them to receive indirect lighting.