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Question Mathcing Mesh Bones and Trasnforms: Can it be done?

Discussion in 'Editor & General Support' started by renman3000, Mar 16, 2023.

  1. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,697
    Hi there,
    If I have a rigged mesh and a Transform[] array, can I gather the positions and rotations of the array, and pass them to the bones of the rigged mesh to create an accurate copy of the array, but on the mesh?

    **Assuming bones and the mesh loop cuts are aligned, etc.

    Anything that I should consider? Initial tests are promising but not confirmed.
    Thanks
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,974
    With animation you just move and rotate the transforms, so I don't see any issues with this
     
    renman3000 likes this.
  3. renman3000

    renman3000

    Joined:
    Nov 7, 2011
    Posts:
    6,697
    right....
    Ok. I think maybe the mesh if not subdivided enough at the moment. So it looks "weird".
    Thanks!
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,974
    Well yeah, the exact same limitations apply as with animation.
    Aka putting enough triangles in places it bends, having proper weight painting, making sure the mesh doesn't stretch, etc. You just handle the movement yourself with this