Hi everyone,
I am trying to import a character mesh, the skeletal information, the weight information, and put everything together.
As you can see, the mesh, the skeleton, and the weights are imported correctly.
Now when I assign the bindposes using:
var bindPoses = new Matrix4x4[joints.Lenght];
for(int i = 0; i < bindPoses.Length; i++)
{
bindPoses[i] = joints[i].worldToLocalMatrix * transform.localToWorldMatrix;
}
mesh.bindposes = bindPoses;
my mesh explodes:
Transform is referring the transform of the “Rig” GameObject. It doesn’t matter how the joints are oriented before creating and assigning the bindposes (facing their parent, or facing their child), the deformation looks exactly the same.
What am I doing wrong? There is very little documetation on bindposes. I hope someone here can help me.
Thanks a lot in advance,
Wavy


