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OptimizeTransformHierarchy + Generic rigs

Discussion in 'Animation' started by KB73, May 31, 2016.

  1. KB73

    KB73

    Joined:
    Feb 7, 2013
    Posts:
    234
    Is it possible to optimize a Generic rig with the OptimizeTransformhierarchy? Works fine on humanoids but on the generic stuff we have, half the mesh explodes..

    We are on 5.3.5p1

    I see this in the output..

    it != transformToMark.end ()
    UnityEngine.AnimatorUtility:OptimizeTransformHierarchy(GameObject, String[])
     
  2. Roumenov

    Roumenov

    Joined:
    Dec 8, 2012
    Posts:
    17
    It's definitely worked for me. Not sure what the error is :/
     
  3. KB73

    KB73

    Joined:
    Feb 7, 2013
    Posts:
    234
    great, good to know. thanks.
     
  4. G1NurX

    G1NurX

    Joined:
    Dec 25, 2012
    Posts:
    69
    I also met this problem before.
    If any exposed name you provided can't be found on the transform, this error shows up.
    Try to pass in a null to the string[] exposedTransforms parameter to figure it out.