Skinned mesh batching help

So I have a ton of zombies in my game and want to do similar to the combinechildren effect but the script does not work with skinned meshes.
Anyway found this script on the wiki

SkinnedMeshCombiner.cs

using UnityEngine;
using System.Collections.Generic;
public class SkinnedMeshCombiner : MonoBehaviour {
    void Start() {     
        SkinnedMeshRenderer[] smRenderers = GetComponentsInChildren<SkinnedMeshRenderer>();
        List<Transform> bones = new List<Transform>();     
        List<BoneWeight> boneWeights = new List<BoneWeight>();     
        List<CombineInstance> combineInstances = new List<CombineInstance>();
        List<Texture2D> textures = new List<Texture2D>();
        int numSubs = 0;
        foreach(SkinnedMeshRenderer smr in smRenderers)
            numSubs += smr.sharedMesh.subMeshCount;
        int[] meshIndex = new int[numSubs];
        int boneOffset = 0;
        for( int s = 0; s < smRenderers.Length; s++ ) {
            SkinnedMeshRenderer smr = smRenderers[s];       
            BoneWeight[] meshBoneweight = smr.sharedMesh.boneWeights;
            // May want to modify this if the renderer shares bones as unnecessary bones will get added.
            foreach( BoneWeight bw in meshBoneweight ) {
                BoneWeight bWeight = bw;
                bWeight.boneIndex0 += boneOffset;
                bWeight.boneIndex1 += boneOffset;
                bWeight.boneIndex2 += boneOffset;
                bWeight.boneIndex3 += boneOffset;             
                boneWeights.Add( bWeight );
            }
            boneOffset += smr.bones.Length;
            Transform[] meshBones = smr.bones;
            foreach( Transform bone in meshBones )
                bones.Add( bone );
            if( smr.material.mainTexture != null )
                textures.Add( smr.renderer.material.mainTexture as Texture2D );
            CombineInstance ci = new CombineInstance();
            ci.mesh = smr.sharedMesh;
            meshIndex[s] = ci.mesh.vertexCount;
            ci.transform = smr.transform.localToWorldMatrix;
            combineInstances.Add( ci );
            Object.Destroy( smr.gameObject );
        }
        List<Matrix4x4> bindposes = new List<Matrix4x4>();
        for( int b = 0; b < bones.Count; b++ ) {
            bindposes.Add( bones[b].worldToLocalMatrix * transform.worldToLocalMatrix );
        }
        SkinnedMeshRenderer r = gameObject.AddComponent<SkinnedMeshRenderer>();
        r.sharedMesh = new Mesh();
        r.sharedMesh.CombineMeshes( combineInstances.ToArray(), true, true );
        Texture2D skinnedMeshAtlas = new Texture2D( 128, 128 );
        Rect[] packingResult = skinnedMeshAtlas.PackTextures( textures.ToArray(), 0 );
        Vector2[] originalUVs = r.sharedMesh.uv;
        Vector2[] atlasUVs = new Vector2[originalUVs.Length];
        int rectIndex = 0;
        int vertTracker = 0;
        for( int i = 0; i < atlasUVs.Length; i++ ) {
            atlasUVs[i].x = Mathf.Lerp( packingResult[rectIndex].xMin, packingResult[rectIndex].xMax, originalUVs[i].x );
            atlasUVs[i].y = Mathf.Lerp( packingResult[rectIndex].yMin, packingResult[rectIndex].yMax, originalUVs[i].y );         
            if( i >= meshIndex[rectIndex] + vertTracker ) {             
                vertTracker += meshIndex[rectIndex];
                rectIndex++;             
            }
        }
        Material combinedMat = new Material( Shader.Find( "Diffuse" ) );
        combinedMat.mainTexture = skinnedMeshAtlas;
        r.sharedMesh.uv = atlasUVs;
        r.sharedMaterial = combinedMat;
        r.bones = bones.ToArray();
        r.sharedMesh.boneWeights = boneWeights.ToArray();
        r.sharedMesh.bindposes = bindposes.ToArray();
        r.sharedMesh.RecalculateBounds();
    }
}

But I can’t get it to worki set the textures to advanced so can be read/written but all that happens is the skinned mesh gets deleted!.

I think I am missing a step or the script is not for unity 4?
Here are the steps

Add this script to a master GO, with numerous skinned mesh child GOs. Run scene. Profit.

Your child GOs must have the skinned mesh, on a separate GO, for example the hierarchy should look like this: GO - This script on here.

  • CHILD GO - A gameobject that serves as a container for the other components, can have animation data, or, misc components on that do not affect skinned meshes.

  • SMC GO - A gameobject with -just- the skinned mesh renderer on it, I mean, you can put other things on here, but they will get destroyed when the script deletes this object.

  • Another GO - Misc stuff, this GO will remain intact/functional after you run the scene/simulation.

  • CHILD GO

  • CHILD GO

I have tried a empty gameobject like with childrencombine.
Tried attaching direct to one of the zombies and adding others as children.

Tried creating empty child in the zombie and adding the skinned mesh to this child.

Always the skinned mesh is destroyed what to do?

?

noone knows? is this script a dud or what?

seriously anyone know a combine skinned mesh script that will run on unity indie or a way to get this wiki script to work?

please give any solution for combine skinned mess. i need it