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Resolved How to get default / neutral transform poses for skinned mesh? [SOLVED]

Discussion in 'Scripting' started by mbaske, Jul 9, 2022.

  1. mbaske

    mbaske

    Joined:
    Dec 31, 2017
    Posts:
    472
    Hi - I have an asset containing a skinned mesh. The asset comes with its bone transforms somewhat offset from the original mesh, which I visualized by adding a mesh collider in the attached screenshot. Now, I would like to match all bone positions and rotations to the default, unaltered mesh. So that my skinned mesh renderer perfectly lines up with the mesh collider. Is this possible? Thanks!



    EDIT
    Just applying the inverse bind pose matrices to the bones doesn't seem to work. My mesh keeps exploding if I try that. I must be missing something about the matrix/vector transformations involved...

    EDIT
    Found a thread that solves the issue
    https://forum.unity.com/threads/mesh-bindposes.383752/
     
    Last edited: Jul 9, 2022