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.
#pragma strict function Start() { gameObject.AddComponent.<Animation>(); gameObject.AddComponent.<SkinnedMeshRenderer>(); var rend: SkinnedMeshRenderer = GetComponent.<SkinnedMeshRenderer>(); var anim: Animation = GetComponent.<Animation>(); // Build basic mesh var mesh: Mesh = new Mesh(); mesh.vertices = [new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0)]; mesh.uv = [new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1)]; mesh.triangles = [0, 1, 2, 1, 3, 2]; mesh.RecalculateNormals(); // Assign mesh to mesh filter & renderer rend.material = new Material(Shader.Find("Diffuse")); // 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; // The weights array will now be assigned to the boneWeights array in the Mesh. mesh.boneWeights = weights; // 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; // 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 = new Vector3(0, 5, 0); // So that we can move the root game object around freely bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix; // assign the bindPoses array to the bindposes array which is part of the mesh. mesh.bindposes = bindPoses; // Assign bones and bind poses rend.bones = bones; rend.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, 0.0F, 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 anim.AddClip(clip, "test"); anim.Play("test"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { gameObject.AddComponent<Animation>(); gameObject.AddComponent<SkinnedMeshRenderer>(); SkinnedMeshRenderer rend = GetComponent<SkinnedMeshRenderer>(); Animation anim = GetComponent<Animation>();
// Build basic mesh Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] {new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2, 1, 3, 2}; mesh.RecalculateNormals();
// Assign mesh to mesh filter & renderer rend.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. BoneWeight[] weights = 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;
// A BoneWeights array (weights) was just created and the boneIndex and weight assigned. // The weights array will now be assigned to the boneWeights array in the Mesh. mesh.boneWeights = weights;
// Create Bone Transforms and Bind poses // One bone at the bottom and one at the top Transform[] bones = new Transform[2]; Matrix4x4[] bindPoses = 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 = new 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;
// assign the bindPoses array to the bindposes array which is part of the mesh. mesh.bindposes = bindPoses;
// Assign bones and bind poses rend.bones = bones; rend.sharedMesh = mesh;
// Assign a simple waving animation to the bottom bone AnimationCurve curve = new AnimationCurve(); curve.keys = new Keyframe[] {new Keyframe(0, 0, 0, 0), new Keyframe(1, 3, 0, 0), new Keyframe(2, 0.0F, 0, 0)};
// Create the clip with the curve AnimationClip clip = new AnimationClip(); clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve);
// Add and play the clip anim.AddClip(clip, "test"); anim.Play("test"); } }