So I am exporting a variety of selected individual pieces of a character (head, torso, pants etc) and the bone hierarchy from 3ds max into unity. Once in unity, I want to add all those pieces back together (each at that point has its own skinned mesh renderer ) to get a whole character that can then have animation played upon.
My problem is that as soon as I add a second skinned mesh to a prefab, it appears the bone information overrides the bone animation of the previous mesh piece. The result is I can only ever see one piece animating at a time when I hit Play button.
Stripping out the skeletal info nukes the skinning on the mesh. Without using a plugin, I want there to be one skeleton that all pieces read from and the ability for me to create quick prefabs of different characters from all the different parts/
any thoughts on how to do this directly in the editor? (without using a custom script etc as this is just to prove a concept)
cheers,
Joe