Unity3D获取模型在运动中任意帧的顶点坐标

 1 public SkinnedMeshRenderer rendererBody;
 2 Mesh mesh;
 3 
 4 private void Awake()
 5 {
 6     Instance = this;
 7 
 8     mesh = new Mesh();
 9 }
10 
11 public Vector3[] GetMeshBodyWorldPoint()
12 {
13     Vector3[] v3s = null;
14     if (rendererBody != null)
15     {
16         //这里是关键,将一个蒙皮动画的某个时间点上的动作,Bake成一个不带蒙皮的Mesh
17         rendererBody.BakeMesh(mesh);
18         int count = mesh.vertexCount;
19         v3s = new Vector3[count];
20         Vector3[] meshv3s = mesh.vertices;
21         for (int i = 0; i < count; i++)
22         {
23             v3s[i] = transform.TransformPoint(meshv3s[i]);
24         }
25     }
26     return v3s;
27 }
原文地址:https://www.cnblogs.com/luoyanghao/p/11136928.html