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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class ReassignBoneWeigthsToNewMesh : MonoBehaviour
{
public Transform newArmature;
public string rootBoneName = "Hips";
public bool PressToReassign;
void Update()
{
if (PressToReassign)
Reassign();
PressToReassign = false;
}
// [ContextMenu("Reassign Bones")]
public void Reassign()
{
if (newArmature == null)
{
Debug.Log("No new armature assigned");
return;
}
if (newArmature.Find(rootBoneName) == null)
{
Debug.Log("Root bone not found");
return;
}
Debug.Log("Reassingning bones");
SkinnedMeshRenderer rend = gameObject.GetComponent<SkinnedMeshRenderer>();
Transform[] bones = rend.bones;
rend.rootBone = newArmature.Find(rootBoneName);
Transform[] children = newArmature.GetComponentsInChildren<Transform>();
for (int i = 0; i < bones.Length; i++)
for (int a = 0; a < children.Length; a++)
if (bones[i].name == children[a].name)
{
bones[i] = children[a];
break;
}
rend.bones = bones;
}
}
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