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Problem with changing root bone in Skinned Mesh Renderer.

Discussion in 'General Graphics' started by McGravity, Feb 14, 2016.

  1. McGravity


    Nov 2, 2013

    I have three LOD blend files which are named after the _LODX convention. They all share the avatar from the _LOD0 model.

    When I prepare a GameObject in the manner of drag'n'drop the models onto the empty they all have their own metarig. Is that correct? If not, how can I prevent them having their own metarig?

    When I delete the metarig of _LOD1 and _LOD2 and give their Skinned Mesh Renderers the hips bone as root bone from the _LOD0 model, everything works fine at first.
    Then, when starting the game the models from _LOD1 and _LOD2 are not displayed anymore, only _LOD0 shows up. Even in the editor they can't be seen anymore.

    I can see this behaviour not only for LOD Groups, but for all Skinned Mesh Renderes when changing the root bone in the editor. When applying the bones and rootbone from script it works fine.

    Did someone experience such a behaviour before?

    Last edited: Feb 28, 2016