SkinnedMeshTools

Author: Bérenger, from masterprompt's code.

Description
Copy one skinnedmesh renderer onto another with same bones. They bones must have the same names. The point is to have only one set of bones and one animation component for a changing number of skinned mesh renderer. Think swappable equipment pieces.

See the discussion here : http://forum.unity3d.com/threads/16485-quot-stitch-multiple-body-parts-into-one-character-quot

Usage
Use the function AddSkinnedMeshTo. The first parameter is the root of the object containing the animation component, the bones and the skinned mesh renderer you want to add to the main object. The second parameter is the transform of that main object. The last one determine if SetActiveRecursively(false) is used on the first parameter or not. The return value is a list of all the gameobjects added to the main object.