Hello!
I was trying to figure out how to merge meshes when importing a GLB file.
The end goal is to bake animations and use thin instances.
I found this was successfully done by some of the guys in the forums.
However with my character, it just mangles the animations when attaching a skeleton to the merged mesh. The model animations are imported from Mixamo and put together with Blender.
Playground (Uncomment the merge line)
Questions:
Is merging the way to go?
If not, should I somehow bake the animations for each mesh?
If yes, what causes the mangling when attaching the skeleton? Rotation related?
I will need a performant way to handle hundreds of characters on the screen, with unique animations. Using thin instances is the only way I can think of doing it.
You must delete the parent of all meshes before merging them, otherwise you’ll integrate the parent’s transformation into the data, interfering with the skeleton’s animation data:
Can we use thin instances on skinned meshes and apply animations to them? If so, I wasn’t aware of that. I thought using thin instances limited most of the functionality.
@Evgeni_Popov Hello, I got another question. Is VAT only supporting single animations or can it bake all the different ones together? I don’t seem to get how it works. My model got a bunch of animations but it’s only playing the first one. Is there some something I need to do with the animation groups?
The goal would be to play a different animation for each thin instance.