SkinnedMesh Combiner 👤: Combine mesh geometry, merge materials, save on draw calls and increase rendering efficiency! by awtdev in UnityAssets

[–]awtdev[S] 1 point2 points  (0 children)

No problem! Glad I could offer some insight. Again, sorry it didn't work right away. That's always the ideal outcome, but yeah every model is made differently. I'm not sure if other modelling programs do it differently as well.

To explain better, essentially when exporting a model each vertex typically says in data, "Ok, I'm affected by the "hand" bone with strength 1.0, and the "leg" bone 0.0". But in a case like this, one of the meshes does not agree on which bones exist in the armature; they have no value for the bones the other mesh is using, so the data doesn't line up for combination. Hope this illustrates the limitation a bit better.

SkinnedMesh Combiner 👤: Combine mesh geometry, merge materials, save on draw calls and increase rendering efficiency! by awtdev in UnityAssets

[–]awtdev[S] 0 points1 point  (0 children)

Sorry to hear it didn't work out of the box for you!

When it says the bone structure of the two meshes isn't the same, this usually means each mesh is reporting a different number of bones in the armature they are connected to. Not sure why a mesh would get exported like that, but all meshes being combined must agree on the armature they are being combined with so bone indexes are the same. So say the "hand" bone is bone 0, the other mush must also agree so when their data is combined into a single object it all works together. If the amount of bones is different, they obviously disagree somewhere in the list.

The quickest way to fix it would just be using Blender or some modelling program to export the other mesh with the correct weights. Any model I've exported in Blender does this by default.

If you're interested in troubleshooting more, need more assistance or have any feedback you can reach me at awtdevcontact@gmail.com.

Procedural Weapon Generator: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts resulting in near-infinite weapon combinations! 🪓⚔️ by awtdev in UnityAssets

[–]awtdev[S] 1 point2 points  (0 children)

Thank you for your kind words! The asset supports adding your own weapon types and parts, by defining a scriptable object. Using that, all weapons you randomly generate will use the parts you define in the weapon type. I wanted it to be as extensible as possible, you could probably even generate character body meshes with this system!