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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.
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This is a duplicate of issue #819713