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Creating a rope using skinned mesh renderer

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I'm trying to create a physics based rope. I've got joints in a parented hierarchy. Each joint has box collider, rigidbody and hingejoint components. They follow themselves as expected. However the skinned mesh refuses to follow them. It seems that it only follows the root joint and ignores the rest. http://i.imgur.com/6bxQabR.png Here's my skinned mesh renderer settings, there really isn't that many settings to play around with. http://i.imgur.com/CHJYCwv.png What am I missing? Why does my mesh not react to all the joints? The mesh has the same amount of segments as there are joints. The segments are located between the colliders, where the joints are.

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