Skinned MeshParts are live!

I was thinking that too in retrospect but then how did adding more vertices fix it? And setting the eyes’ origin to gemoetry/to world origin didn’t actually change anything either when I imported them. They are literally just not where they are supposed to be on import, unless I add a bunch more geometry to them to weigh them down.

Also for some reason for me the HRP is still given at the world origin instead of the center of the rig, so I don’t think that update is quite out yet.

And when I select them, the highlight box (or their actual position) is at the right place, but the mesh itself is just somehow messed up. If I move their bone they snap back to place but their motor6D breaks.

Either way doesn’t matter anymore since I fixed it by the method I described above.

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