Search Issue Tracker
Duplicate
Votes
9
Found in
5.2.1p4
Issue ID
736417
Regression
No
[AnimatorUtility] SkinnedMeshRenderer with modified boneweights breaks AnimatorUtility.OptimizeTransformHierarchy
Steps to reproduce:
1. Open attached project
2. Open scene "bug"
3. Run the scene
4. Press "1" on keyboard to Instantiate a prefab
5. Press "2" to generate new mesh and assign it new boneWeights
6. Press "3" to assigned generated mesh to SkinnedMeshRenderer
7. Press "4" to run AnimatorUtility.OptimizeTransformHierarchy
8. Observe error in console "Bones do not match bindpose."
Comments (1)
-
watsonsong
Jul 28, 2016 09:17
I also met this problem when I combine different part of an character into one drawcall, and try to optimize the bones. The error report: Bones do not match bindpose.
Need support for this.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- TextMeshPro text input's caret is flickering when Line Mode is set to Multi Line and text is selected
- Can’t delete gradient keys with Mac keyboard or context menu options
- Editor freezes for a few minutes when closing or switching a VFX window that was opened in a previous project
- UI Overlaps when switching Render Pipeline Asset for different Quality Levels in Quality Project Settings
- Ray Tracing Shader link to the documentation isn’t working
This is a duplicate of issue #819713