Skinned mesh and mesh colliders

Hello,
I have a somewhat unusual need. I need to pose skinned meshes in a scene, though once they are posed they will be static. I want to treat them like any other prop (rocks, trees, etc). The project is in VR and my objects (there aren’t many in a scene) need mesh colliders. Using capsule and sphere colliders on the bones would be a major pain in the butt and would not function well.

Problem is, the mesh colliders stay in the t-pose no matter what.

Is there a way I could pose the mesh and then convert it to a normal mesh without the rig? Then apply the mesh collider. Or perhaps a way to get the mesh collider to form with the skinned mesh, just the one time?

Thoughts?

I appreciate it.

I have a system that works on SkinnedMeshRenderers and doesn’t need colliders: Super Raycast

Otherwise, since your skinned meshes aren’t moving you might want to look at:
SkinnedMeshRenderer.BakeMesh
It will create a mesh, that you can use in a collider.

1 Like

Thank you, your asset looks great. I think the BakeMesh functionality will suit me in this case, though I have other ideas for your Super Raycast. Cheers!

If I’m reading your question correctly, you have a mesh with a rig that you want to pose, then you want to remove the rig and just use the mesh in that pose, correct? Blender can do this. Import your mesh, apply the pose then remove the rig and export.

Take a look at this on StackExchange: Removing Armature and Keeping pose - Blender Stack Exchange

That is indeed helpful! Thanks a lot. This link will help people as well https://answers.unity.com/questions/39490/collider-on-skinned-mesh.html?sort=votes