U6000.1.5f/AC1.83.0
I have older characters that have faceplates with skinned mesh renderers and they seem to work fine. But now when I created a new character using Characters wizard and set all the faceplates and the rest, everything else seemed to go fine, but I just can't make the Lipsync texture component to accept a new faceplate with a Skinned mesh renderer in the Lip sync properties.
Any ideas?
Here's some pics:
https://imgur.com/a/ksRmKjs
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Comments
When you say you can't make it "accept" a new faceplate, what's the exact behaviour you're getting?
The Mesh Renderer assigned in your Lipsync Texture component is not the same Renderer shown in your second screenshot, which is a disabled GameObject.
Your title mentioned "not skinned", but I don't see mention of it in the body text. Are you manually adding a Skinned Mesh Renderer component? The more details you can share about your setup, the more clear I'll be on the situation.
I am manually trying to change the Skinned mesh renderer in property window after copying it from another character. Same happens when I add a prefab from assets. The editor shows this gray circle with a line crossed.
The older faceplates have their Skinned mesh renderers set and they work fine. Now I just can't insert nor change a new faceplate into the editor's Property slot.
Are you dragging the GameObject into the field, or clicking the circle to the right to bring up a selection window?
Any screenshot you can share that explains the issue will help clarify what's going on.
I've tried both, when dragging the gray circle and via the button it does not show when I type the right name.
I really will need to see screenshots/video of the issue itself. The description alone is not enough for me to know the problem.
Here's the video:
https://mega.nz/file/QhlA1AAQ#wgO5-c_MB1L4-jFQe-IYH2FBld7YMsIO4AqQqJpm4io
Ah, looks like SkinnedMeshRenderer doesn't inherit from MeshRenderer.
While I'd recommend you use a regular Mesh Renderer instead of a Skinned Mesh Renderer for your face plates (since they require a linked rig to work properly), you can amend the LipSyncTexture / LipSyncTextureEditor scripts to have the skinnedMeshRenderer be of the type Renderer, instead of MeshRenderer.