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Question by JetStreamSham · Jun 13, 2019 at 11:51 AM · transformskinnedmeshrendererarmature

Manual Linear Skin Blending

I'm attempting to to implement my own linear skin blending, but I'm running into a problem. The blue wireframe mesh is my attempt. But the mesh is not correctly positioned as it should be overlaying the white model. Another issue I'm running into is updating the armature moves the wire frame mesh down. I'm not sure, but I believe that its supposed to stay in the same position since the bone controlling the mesh has not been moved.

alt text

public class MeshArmature : MonoBehaviour {

     public SkinnedMeshRenderer skinnedMesh;
     public Mesh mesh;
 
     public Transform[] bones;
     public Transform rootBone;
     public BoneWeight[] weights;

     public Transform player;
 
     // Use this for initialization
     public void Start()
     {
         Setup();
     }
     public void Setup()
     {
         skinnedMesh = GetComponentInChildren<SkinnedMeshRenderer>();
         mesh = new Mesh();
         skinnedMesh.BakeMesh(mesh);
         mesh.name = skinnedMesh.sharedMesh.name;
         bones = skinnedMesh.bones;
         rootBone = skinnedMesh.rootBone;
         weights = skinnedMesh.sharedMesh.boneWeights;
     }
 
     // Update is called once per frame
     public void UpdateArmature()
     {
         List<Vector3> verts = new List<Vector3>();
         mesh.GetVertices(verts);
 
         for (int i  = 0; i < mesh.vertices.Length; i++)
         {
             Vector3 vert = new Vector4(verts[i].x, verts[i].y, verts[i].z);
             Matrix4x4 trs = Matrix4x4.TRS(bones[weights[i].boneIndex0].position, bones[weights[i].boneIndex0].rotation, bones[weights[i].boneIndex0].localScale);
             vert =  trs.MultiplyPoint(vert) * weights[i].weight0;
             verts[i] = vert;
             
         }
 
       mesh.SetVertices(verts);
 
     }
 }



Wireframe Code:

 public class DMAGizmoDrawer
 {
     [DrawGizmo(GizmoType.Selected | GizmoType.Active)]
     static void DrawGizmo(MeshArmature arm, GizmoType type)
     {
         Gizmos.color = Color.blue;
         if (arm.mesh)
             Gizmos.DrawWireMesh(arm.mesh, arm.transform.position);
 
     }
 }


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