Closed crogersarvr closed 4 years ago
I know it is undesirable behavior in some cases, but it is intended. skinned or non-skinned (and have blendshapes or not) can be easily switched in DCC side. but switching MeshRenderer and SkinnedMeshRenderer is complicated in Unity and can cause unexpected result. so we are always using SkinnedMeshRenderer. probably we need to add "use MeshRenderer for non-skinned meshes" mode.
Thank you for the reply! I will be adding that and will make a pull request in the next week.
Have a good day
Chris
From: Seiya Ishibashi notifications@github.com Sent: Monday, June 10, 2019 5:00 PM To: unity3d-jp/MeshSync MeshSync@noreply.github.com Cc: christopher rogers rogersc@fb.com; Author author@noreply.github.com Subject: Re: [unity3d-jp/MeshSync] Unskinned Maya mesh is skinnedMeshRenderer in Unity (#76)
I know it is undesirable behavior in some cases, but it is intended. skinned or non-skinned (and have blendshapes or not) can be easily switched in DCC side. but switching MeshRenderer and SkinnedMeshRenderer is complicated in Unity and can cause unexpected result. so we are always using SkinnedMeshRenderer. probably we need to add "use MeshRenderer for non-skinned meshes" mode.
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When I sync regular maya meshes with my unity scene, it creates skinnedMeshRenderers instead of meshRenderers, which breaks my unity scripts.