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Author: Gabriel Santos


Class Model that allows you combine multiple skinned meshes at runtime. IMPORTANT: The number of vertices and bones is very particular, you must set it up according to your own model.

This Class uses the SkinMeshCombineUtility !

Feel free to clean up the code and add to it. :D

C# Code

<csharp> /*IMPORTANT: READ !!!!!! @Autor: Gabriel Santos @Description Class that Combine Multilple SkinnedMeshes in just one Skinned Mesh Renderer @Usage: Just AddComponent("CombineSkinnedMeshes") to your root component; @IMPORTANT: This script uses the SkinMeshCombineUtility Script!

PS: It was tested with FBX files exported from 3D MAX This Vertex Number and Bone Number must be configured according to your own AVATAR... You can make a Counter to get the Number of Vertices from your imported character, I choice not do it since this is script is just executed one time... */

using UnityEngine; using System.Collections;

public class CombineSkinnedMeshes : MonoBehaviour {

/// Usually rendering with triangle strips is faster. /// However when combining objects with very low triangle counts, it can be faster to use triangles. /// Best is to try out which value is faster in practice. public bool castShadows = true; public bool receiveShadows = true;

/* This is for very particular use, you must set it regarding to your Character */ public static int VERTEX_NUMBER= [Your Vertices Number]; //The number of vertices total of the character public static int BONE_NUMBER =[Your Bones Number]; //The number of bones total

// Use this for initialization void Start () {

//Getting all Skinned Renderer from Children Component[] allsmr = GetComponentsInChildren(typeof(SkinnedMeshRenderer)); Matrix4x4 myTransform = transform.worldToLocalMatrix;

//The hash with the all bones references: it will be used for set up the BoneWeight Indexes Hashtable boneHash =new Hashtable();

/* If you want make a counter in order to get the total of Vertices and Bones do it here ... */

//The Sum of All Child Bones Transform[] totalBones = new Transform[BONE_NUMBER];//Total of Bones for my Example //The Sum of the BindPoses Matrix4x4[] totalBindPoses = new Matrix4x4[BONE_NUMBER];//Total of BindPoses //The Sum of BoneWeights BoneWeight[] totalBoneWeight = new BoneWeight[VERTEX_NUMBER];//total of Vertices for my Example

int offset=0; int b_offset=0; Transform[] usedBones= new Transform[totalBones.Length];

ArrayList myInstances = new ArrayList();

//Setting my Arrays for copies ArrayList myMaterials=new ArrayList();

for(int i=0;i<allsmr.Length;i++) { //Getting one by one SkinnedMeshRenderer smrenderer = (SkinnedMeshRenderer)allsmr[i]; //Making changes to the Skinned Renderer SkinMeshCombineUtility.MeshInstance instance = new SkinMeshCombineUtility.MeshInstance ();

//Setting the Mesh for the instance instance.mesh = smrenderer.sharedMesh;

//Getting All Materials for(int t=0;t<smrenderer.sharedMaterials.Length;t++) { myMaterials.Add(smrenderer.sharedMaterials[t]); }

if (smrenderer != null && smrenderer.enabled && instance.mesh != null) {

instance.transform = myTransform * smrenderer.transform.localToWorldMatrix;

//Material == null smrenderer.sharedMaterials =new Material[1];

//Getting subMesh for(int t=0;t<smrenderer.sharedMesh.subMeshCount;t++) { instance.subMeshIndex = t; myInstances.Add(instance); }

//Copying Bones for(int x=0;x<smrenderer.bones.Length;x++) {

bool flag = false; for(int j=0;j<totalBones.Length;j++) { if(usedBones[j]!=null) //If the bone was already inserted if((smrenderer.bones[x]==usedBones[j])) { flag = true; break; } }

//If Bone is New ... if(!flag) { //Debug.Log("Inserted bone:"+smrenderer.bones[x].name); for(int f=0;f<totalBones.Length;f++) { //Insert bone at the firs free position if(usedBones[f]==null) { usedBones[f] = smrenderer.bones[x]; break; } } //inserting bones in totalBones totalBones[offset]=smrenderer.bones[x]; //Reference HashTable boneHash.Add(smrenderer.bones[x].name,offset);

//Recalculating BindPoses //totalBindPoses[offset] = smrenderer.sharedMesh.bindposes[x] ; totalBindPoses[offset] = smrenderer.bones[x].worldToLocalMatrix * transform.localToWorldMatrix ; offset++; } }

//RecalculateBoneWeights for(int x=0;x<smrenderer.sharedMesh.boneWeights.Length ;x++) { //Just Copying and changing the Bones Indexes !! totalBoneWeight[b_offset] = recalculateIndexes(smrenderer.sharedMesh.boneWeights[x],boneHash,smrenderer.bones); b_offset++; } //Disabling current SkinnedMeshRenderer ((SkinnedMeshRenderer)allsmr[i]).enabled = false; } }

SkinMeshCombineUtility.MeshInstance[] instances = (SkinMeshCombineUtility.MeshInstance[])myInstances.ToArray(typeof(SkinMeshCombineUtility.MeshInstance));

// Make sure we have a SkinnedMeshRenderer if (GetComponent(typeof(SkinnedMeshRenderer)) == null) { gameObject.AddComponent(typeof(SkinnedMeshRenderer)); }

//Setting Skinned Renderer SkinnedMeshRenderer objRenderer = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer)); //Setting Mesh objRenderer.sharedMesh = SkinMeshCombineUtility.Combine(instances);

objRenderer.castShadows = castShadows; objRenderer.receiveShadows = receiveShadows;

//Setting Bindposes objRenderer.sharedMesh.bindposes = totalBindPoses;

//Setting BoneWeights objRenderer.sharedMesh.boneWeights = totalBoneWeight;

//Setting bones objRenderer.bones =totalBones;

//Setting Materials objRenderer.sharedMaterials = (Material[])myMaterials.ToArray(typeof(Material));

objRenderer.sharedMesh.RecalculateNormals(); objRenderer.sharedMesh.RecalculateBounds();

//Enable Mesh objRenderer.enabled = true;

/* Debug.Log("############################################"); Debug.Log("M Materials "+myMaterials.Count); Debug.Log("bindPoses "+objRenderer.sharedMesh.bindposes.Length); Debug.Log("boneWeights "+objRenderer.sharedMesh.boneWeights.Length); Debug.Log("Bones "+objRenderer.bones.Length); Debug.Log("Vertices "+objRenderer.sharedMesh.vertices.Length); */


/* @Description: Revert the order of an array of components (NOT USED) */ static Component[] revertComponent(Component[] comp ) { Component[] result = new Component[comp.Length]; int x=0; for(int i=comp.Length-1;i>=0;i--) { result[x++]=comp[i]; }

return result; }

/* @Description: Setting the Indexes for the new bones */ static BoneWeight recalculateIndexes(BoneWeight bw,Hashtable boneHash,Transform[] meshBones ) { BoneWeight retBw = bw; retBw.boneIndex0 = (int)boneHash[meshBones[bw.boneIndex0].name]; retBw.boneIndex1 = (int)boneHash[meshBones[bw.boneIndex1].name]; retBw.boneIndex2 = (int)boneHash[meshBones[bw.boneIndex2].name]; retBw.boneIndex3 = (int)boneHash[meshBones[bw.boneIndex3].name]; return retBw; } } </csharp>

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