Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
was working great, then it wasnt...assigmed mesh missing bone weights?
#1
Hi,

project was all going great, and i think i duplicated an obi object...( was initially a copy of the rubber ball in example files)
and now i get the error  ( duplication was prob coincidence) ' assigned mesh is missing either bone weights...'

the duplicate, had this error and so then so did the one i duplciated.

i tried rebulding the blue print, but dont know what more i can do...

it still sort of works, but i think i do believe something is behaiving strange....as the soft body seems to stop working at a certin point in my timeline.

have attached screen grab of stack...( there is an animator on the object...but this is only animating the material.

any help, much appreciated.

thanks,
Duncan
Reply
#2
(Yesterday, 10:33 PM)Duncano Wrote: Hi,

project was all going great, and i think i duplicated an obi object...( was initially a copy of the rubber ball in example files)
and now i get the error  ( duplication was prob coincidence) ' assigned mesh is missing either bone weights...'

Hi,

If you're getting this:

Quote:"The assigned mesh is missing either bone weights with bind pose, or blend shapes. This might cause the mesh to not render in the Player. If your mesh does not have either bone weights with bind pose, or blend shapes, use a MeshRenderer instead of SkinnedMeshRenderer"

in the SkinnedMeshRenderer inspector it's entirely normal: Unity is telling you the skinned mesh renderer has no bone weights, and it won't unless your original mesh has bone weights. It's totally fine, expected behavior unless your softbody is not rendering at all.

kind regards,
Reply