Describe the bug?
one of my skinned meshes comes from an fbx and it was scale 100, and changing the scale of the game object with the skinned mesh visually changes nothing, but basis takes the scale into account when calculating the bounds.
Steps to Reproduce
- Spawned any skinned mesh. in my case I used the one that's inside the "LoadingAvatar" Prefab.
- Change the scale of skinned mesh renderer game object to 100 (In my case it's called Icosphere.001)
- Basis now thinks the avatar's bounds are 100x larger, even though the avatar visually looks the exact same, and the bounds gizmo in unity looks correct.
The expected behavior
Bounds is calculated properly, like the unity gizmo
Screenshots
In these picutres I used a editor tool which I quickly threw together, which just calls the BasisBundleBuild.CalculateLocalRenderBounds function on the provided GameObject
Build Info
Version: 2.0.1
Unity: 6000.4.3f1
Platform: LinuxEditor
Mode: Desktop
Build GUID: 00000000000000000000000000000000
Log Files
n/a
Additional Context
No response
Describe the bug?
one of my skinned meshes comes from an fbx and it was scale 100, and changing the scale of the game object with the skinned mesh visually changes nothing, but basis takes the scale into account when calculating the bounds.
Steps to Reproduce
The expected behavior
Bounds is calculated properly, like the unity gizmo
Screenshots
In these picutres I used a editor tool which I quickly threw together, which just calls the
BasisBundleBuild.CalculateLocalRenderBoundsfunction on the provided GameObjectBuild Info
Version: 2.0.1
Unity: 6000.4.3f1
Platform: LinuxEditor
Mode: Desktop
Build GUID: 00000000000000000000000000000000
Log Files
n/a
Additional Context
No response