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Question by Tuah · Nov 09, 2010 at 11:59 PM · meshscalebonebakearmature

Bake mesh scale.

So what I'm trying to do is take an object (mesh with armature), resize the armature's various bones, and force the mesh to remain re-scaled even after the armature has been removed.

Effectively, somet$$anonymous$$ng like t$$anonymous$$s would let me take one mesh and adapt it to a differently-sized armature.

Might anyone have an idea as to how I could do t$$anonymous$$s 'baking' process?

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avatar image vestax_ion · Jul 14, 2011 at 09:54 AM 0
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intersting, i see no one answered the 2 posts on this topic, you have to resze.localscale the meshes so that

mesh1= mesh1-size-reduced and mesh2=mesh2 + size reduced on x-y-z axes, there is a combine function also in unity scripts. did you manage to find the answer?

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Answer by Cygon · Mar 14, 2012 at 12:22 PM

T$$anonymous$$s doesn't have a 'Blender' tag but you are talking about armatures, so I'm not sure if you're attempting to do t$$anonymous$$s at runtime in Unity or if it is a modelling question.

If the latter is the case, in Blender 2.5+ select the model and press Ctrl+A. You will be asked what parts of the mesh transforms you want to bake.

In Unity, I don't even know how to access a mesh's vertices yet, sorry :)

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