I ran into a weird issue/bug that mutable flagged.
If a mesh that is added onto a body mesh is using the exact same base skeleton as the body mesh, why is it that having a bone added for the sweater break mutable to the point it throws it away completely? Even if theoretically there was an extra bone, the other bones such as upper arm, legs etc still are skinned and working. Having an extra bone somewhere wouldn’t invalidate everything, would it?
Both Body and Tshirt are using the same skeleton. Where would that bone even exist given they are both using the same skeleton? >.>
Sorry for the blackout, but basically is says SK[SK_Path_Tshirt] uses bone [TshirtBone] not present in skeleton [Project-Shared skeleton] The mesh will be discarded.
[Image Removed]We’re gonna have meshes where certain jackets have bones for secondary motions and such. We’d need insurance that despite extra bones, mutable will still accept the jacket meshes if they share the same skeleton.
We might need to look at your graph to understand what the hangup might be, but the main thing that drives the skeleton structure and what is in it is the reference skeleton property on the skeletal mesh component node. If the skeletal mesh you’re putting through mismatch that reference, you could run into this error. For the sample project, we created a body skeletal mesh reference mesh that has all of the bones we use contained in it. This ensures that the meshes attached work correctly with the skeleton.
That said, you can do interesting things with combining non-shared skeletons via the Add to Skeletal Mesh Component node. This approach uses the reference skeleton as the base and combines and creates a compatible skeleton with the mesh you are adding. So, say for example you have a jacket with dangly bones, but the skeletons share the same core root bones before those leaf nodes, you can combine that mesh into your main and then use something like control rig or a post-process animation to apply physics bodies to those newly attached dangly bones.
IIRC, this is a common error when reimporting meshes with new bones or similar. Could you check if there’s a prompt to add missing bones when you open the Skeletal Mesh assets that Mutable is complaining about?