Mesh.boneWeights Manual     Reference     Scripting
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Mesh.boneWeights

### Description

The bone weights of each vertex

The size of the array is either the same as vertexCount or empty.

Each vertex can be affected by up to 4 different bones. All 4 bone weights should sum up to 1.

function Start () {
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