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Question by nixcry · Mar 12, 2017 at 07:35 PM · collidermesh colliderblendshapesmorphskinned mesh

Dynamic mesh collider from blendshape needed !

Hi, guys!

I'm using Unity 5.5 on a medical project to simulate the behaviors of a video brope inside a detailed human trachea.The inner Surface of the trachea expands/shrink irregularly as the patient cough or breath heavily, pushing the probe to swing.

I've made the animations of the trachea with blendeshapes and here comes the trouble:

The mesh collider does NOT deform with its mesh surface!

Using primitive colliders don't seem to be an acceptable alternative because the surface mesh is pretty detailed and I need the simulation to be as realistic as possible. Does anyone know how to achieve a mesh collider deforming with its blendshaped mesh surface? I know it'll sacrifice much performance but I just need it!

Thank you for any advice!

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Answer by LaurynasLubys · Mar 17, 2018 at 12:20 PM

I need this too!

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Answer by damian_pablo_gonzalez · Apr 24, 2021 at 05:54 PM

4 years later, Unity still doesn't provide an automatic way to do this. But, if anyone is watching this, you can do it this way (from this anwer) :

      var render = GetComponent<SkinnedMeshRenderer>();
      render.SetBlendShapeWeight(0,100f);
      Mesh bakeMesh = new Mesh();
      skinnedMeshRenderer.BakeMesh(bakeMesh);
      var collider = GetComponent<MeshCollider>();
      collider.sharedMesh = bakeMesh;


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avatar image RumbleStrut · Jun 04, 2021 at 03:59 PM 0
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Nice and simple thanks for sharing. For noobies, swap out "skinnedMeshRenderer" on line 4 for "render" declared as var on line 1 and add a public float to control 100f in the shape weight from the UI/inspector and drop it all in an update loop on your object to test it. Works perfectly well.

avatar image VResearch · Jul 29, 2022 at 10:18 AM 0
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This only works in the editor, NOT in build!

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