skin mesh renderer

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

Hi,
Are you using mecanim or legacy animation system?

So you basically want to combine the full body from body parts. I’m doing something like this with custom skinned mesh combiner but in the end I’ve got only one skinned mesh and only one bone hierarchy which is combination from its subparts. It is definitely possible using editor script. Don’t know if blindly composing skinned mesh to prefab could work.