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Mesh.boneWeights

public var boneWeights: BoneWeight[];

Description

The bone weights of each vertex.

The size of the array is either the same as vertexCount or empty.

Each vertex can be affected by up to 4 different bones. All 4 bone weights should sum up to 1.

	function Start () {
		gameObject.AddComponent(Animation);
		gameObject.AddComponent(SkinnedMeshRenderer);
		var renderer : SkinnedMeshRenderer = GetComponent(SkinnedMeshRenderer);

// Build basic mesh var mesh : Mesh = new Mesh (); mesh.vertices = [Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(-1, 5, 0), Vector3(1, 5, 0)]; mesh.uv = [Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)]; mesh.triangles = [0, 1, 2, 1, 3, 2]; mesh.RecalculateNormals();

// Assign mesh to mesh filter & renderer renderer.material = new Material (Shader.Find("Diffuse"));

// Assign bone weights to mesh // We use 2 bones. One for the lower vertices, one for the upper vertices. var weights : BoneWeight[] = new BoneWeight[4];

weights[0].boneIndex0 = 0; weights[0].weight0 = 1;

weights[1].boneIndex0 = 0; weights[1].weight0 = 1;

weights[2].boneIndex0 = 1; weights[2].weight0 = 1;

weights[3].boneIndex0 = 1; weights[3].weight0 = 1;

mesh.boneWeights = weights;

// Create Bone Transforms and Bind poses // One bone at the bottom and one at the top var bones : Transform[] = new Transform[2]; var bindPoses : Matrix4x4[] = new Matrix4x4[2];

bones[0] = new GameObject ("Lower").transform; bones[0].parent = transform; // Set the position relative to the parent bones[0].localRotation = Quaternion.identity; bones[0].localPosition = Vector3.zero; // The bind pose is bone's inverse transformation matrix // In this case the matrix we also make this matrix relative to the root // So that we can move the root game object around freely bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;

bones[1] = new GameObject ("Upper").transform; bones[1].parent = transform; // Set the position relative to the parent bones[1].localRotation = Quaternion.identity; bones[1].localPosition = Vector3 (0, 5, 0); // The bind pose is bone's inverse transformation matrix // In this case the matrix we also make this matrix relative to the root // So that we can move the root game object around freely bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;

mesh.bindposes = bindPoses;

// Assign bones and bind poses renderer.bones = bones; renderer.sharedMesh = mesh;

// Assign a simple waving animation to the bottom bone var curve : AnimationCurve = new AnimationCurve(); curve.keys = [ new Keyframe (0, 0, 0, 0), new Keyframe (1, 3, 0, 0), new Keyframe (2, 0.0, 0, 0) ];

// Create the clip with the curve var clip : AnimationClip = new AnimationClip(); clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve);

// Add and play the clip animation.AddClip(clip, "test"); animation.Play("test"); }