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Attaching skinned mesh to a different object's bones...

Discussion in 'Scripting' started by shepherd, Jun 16, 2007.

  1. shepherd

    shepherd

    Joined:
    Oct 16, 2006
    Posts:
    12
    Hey, all...

    I have a skinned/boned/animated mesh that works fine. I'm trying to add another mesh to the object, but instead of using its associated bones, I want to use the 'master' set. (Basically, I'm swapping out shoes, shirts, pants, etc). The new mesh was built and skinned on the same skeleton, so the bone names all match up. I've seen this sort of thing addressed in another thread by copying over the transform.position and position.rotation each frame, but I was looking for something a little cleaner.

    Is there any way to change the referenced transform/bone of a skinned mesh to point to a different transform/bone?