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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| public class ReassignBoneWeigthsToNewMesh : MonoBehaviour { | |
| public Transform newArmature; | |
| public string rootBoneName = "Hips"; | |
| public bool resetPose = false; | |
| public bool PressToReassign; | |
| void Update() { | |
| if (PressToReassign) { | |
| Reassign(); | |
| } | |
| PressToReassign = false; | |
| } | |
| // [ContextMenu("Reassign Bones")] | |
| public void Reassign() { | |
| if (newArmature == null) { | |
| Debug.Log("No new armature assigned"); | |
| return; | |
| } | |
| if (newArmature.Find(rootBoneName) == null) { | |
| Debug.Log("Root bone not found"); | |
| return; | |
| } | |
| Debug.Log("Reassingning bones"); | |
| SkinnedMeshRenderer rend = gameObject.GetComponent<SkinnedMeshRenderer>(); | |
| Transform[] bones = rend.bones; | |
| rend.rootBone = newArmature.Find(rootBoneName); | |
| Transform[] children = newArmature.GetComponentsInChildren<Transform>(); | |
| for (int i = 0; i < bones.Length; i++) { | |
| for (int a = 0; a < children.Length; a++) { | |
| if (bones[i] != null && children[a] != null && bones[i].name == children[a].name) { | |
| if (resetPose) { | |
| children[a].transform.localPosition = bones[i].transform.localPosition; | |
| children[a].transform.localRotation = bones[i].transform.localRotation; | |
| children[a].transform.localScale = bones[i].transform.localScale; | |
| } | |
| bones[i] = children[a]; | |
| break; | |
| } | |
| } | |
| } | |
| rend.bones = bones; | |
| } | |
| } |
Author
Author
You can find a short demonstration video here.
Author
Since the video link is broken, here is a new one.
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Updated from here.