Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mesh.boneWeights

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var boneWeights: BoneWeight[];
public BoneWeight[] boneWeights;

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 rend: SkinnedMeshRenderer = GetComponent.<SkinnedMeshRenderer>();
	var anim: Animation = GetComponent.<Animation>();
	
	// 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 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. 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 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, 0.0, 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 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>(); 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(); rend.material = new Material(Shader.Find("Diffuse")); 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; mesh.boneWeights = weights; Transform[] bones = new Transform[2]; Matrix4x4[] bindPoses = new Matrix4x4[2]; bones[0] = new GameObject("Lower").transform; bones[0].parent = transform; bones[0].localRotation = Quaternion.identity; bones[0].localPosition = Vector3.zero; bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix; bones[1] = new GameObject("Upper").transform; bones[1].parent = transform; bones[1].localRotation = Quaternion.identity; bones[1].localPosition = new Vector3(0, 5, 0); bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix; mesh.bindposes = bindPoses; rend.bones = bones; rend.sharedMesh = mesh; 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)}; AnimationClip clip = new AnimationClip(); clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve); anim.AddClip(clip, "test"); anim.Play("test"); } }