Mesh.bindposes Manual     Reference     Scripting  
Scripting > Runtime Classes > Mesh
Mesh.bindposes

var bindposes : Matrix4x4[]

Description

The bind poses. The bind pose at each index refers to the bone with the same index.

The bind pose is the inverse of inverse transformation matrix of the bone, when the bone is in the bind pose.

function Start () {
gameObject.AddComponent(Animation);
gameObject.AddComponent(SkinnedMeshRenderer);
var renderer : SkinnedMeshRenderer = GetComponent(SkinnedMeshRenderer);

// 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
renderer.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 = 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 = new Transform[2];
var bindPoses = 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
renderer.bones = bones;
renderer.sharedMesh = mesh;

// Assign a simple waving animation to the bottom bone
var curve = 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 = new AnimationClip();
clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve);

// Add and play the clip
animation.AddClip(clip, "test");
animation.Play("test");
}