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A character in my game has her hair applied by combining a hair object with her skeleton. After combining, I can clearly see the hair object in her heirarchy and it has a "transform" attached. I'd like to scale the mesh (it's a Skinned Mesh Renderer, not a regular Mesh) but using the transform does nothing. I'm not sure why, and I haven't been able to figure that out. So... Is there some way to scale the hair mesh without using a transform, but instead using something like the "Mesh class"? It only seems to be for regular meshes (not Skinned Meshes) and it also doesn't seem to have anything related to scaling. Can anyone point me in the right direction for scaling a sub mesh through scripting without using a transform? I'm using Javascript.
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If your hair is skinned, then you should be able to scale the bones that it is skinned too (not the bone that hair-skinnedMeshRenderer is attached to). You should be able to edit/modify mesh by modifying the vertices. This link should have some recourses about procedurally modifying meshes: http://unity3d.com/support/resources/example-projects/procedural-examples I can't scale the bone it's attached to as there are other things attached to that bone as well that I need to stay how they are. I ended up using a totally different way of achieving what I needed, but I never did figure out how to scale the object itself. There's a more detailed post I made here (http://forum.unity3d.com/threads/61495-Why-won-t-this-object-%28combined-mesh%29-scale) with screen shots if anyone else is interested. Even though I don't really need to know how to do this since I'm using a different way, it might still be helpful to know in the future.
Sep 27 '10 at 10:35 PM
Ony
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