Created
October 11, 2015 04:51
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update SkinnedMesh
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine.Assertions; | |
using System; | |
public class SkinnedMeshUpdater : MonoBehaviour | |
{ | |
[SerializeField] | |
SkinnedMeshRenderer original; | |
#region UNITYC_CALLBACK | |
void Update () | |
{ | |
if (Input.GetKeyDown (KeyCode.Space)) { | |
UpdateMeshRenderer (original); | |
} | |
} | |
#if UNITY_EDITOR | |
void OnDrawGizmosSelected () | |
{ | |
var meshrenderer = GetComponentInChildren<SkinnedMeshRenderer> (); | |
Vector3 before = meshrenderer.bones [0].position; | |
for (int i = 0; i < meshrenderer.bones.Length; i++) { | |
Gizmos.DrawLine (meshrenderer.bones [i].position, before); | |
UnityEditor.Handles.Label (meshrenderer.bones [i].transform.position, i.ToString ()); | |
before = meshrenderer.bones [i].position; | |
} | |
} | |
#endif | |
#endregion | |
public void UpdateMeshRenderer (SkinnedMeshRenderer newMeshRenderer) | |
{ | |
// update mesh | |
var meshrenderer = GetComponentInChildren<SkinnedMeshRenderer> (); | |
meshrenderer.sharedMesh = newMeshRenderer.sharedMesh; | |
Transform[] childrens = transform.GetComponentsInChildren<Transform> (true); | |
// sort bones. | |
Transform[] bones = new Transform[newMeshRenderer.bones.Length]; | |
for (int boneOrder = 0; boneOrder < newMeshRenderer.bones.Length; boneOrder++) { | |
bones [boneOrder] = Array.Find<Transform> (childrens, c => c.name == newMeshRenderer.bones [boneOrder].name); | |
} | |
meshrenderer.bones = bones; | |
} | |
} |
Author
tsubaki
commented
Oct 11, 2015
Nice solution! It works.
same for me, thanks for this code snippet!
works fine thanks a lot
Working great, thanks!
Excellent solution, I had this problem for years.
But you should create a editor script that makes the changes permanent. (Input space not work in editor)
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