Community Tutorial: Baking out vertex animation in editor with AnimToTexture

I haven’t gotten this far myself, but individual meshes will need their own unique BoneWeight textures. And because this all acts on that special UV set, each mesh needs to get passed through the whole baking process. My example scripts do not account for this, but you could duplicate a new Bone Weight texture and reassign that and the new mesh into the Data Asset and then rebake the Data Asset with the Scripted Action.