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Question by Carl201010 · Mar 17, 2016 at 12:27 PM · 3dsmaxskinweights

Another skinning inconsistency 3DS Max and Unity

alt textHi, I have the following issue: versions are 3DS Max 2106 and Unity 5.3.2f1. The hand is skinned over a biped, I have exported with dual-quaternions both on and off with the same result. I have also tried setting blend weights to four bones in Unity, which did not change the result. Suggestions appreciated.

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avatar image Carl201010 · Mar 17, 2016 at 12:40 PM 0
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I should add that I have set quality to 4 bones both globally and locally in the skinned mesh renderer with no effect (changing from auto; this does in fact get worse / more pronounced when I reduce the number of bones used).

avatar image Johnny3D83 · Jan 26, 2017 at 11:37 AM 0
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@Carl201010

I too am having a similar issue with some eyelids on a character that operate and look fine in max 2015 but in Unity they are stretched/squashed!

Did you ever come to a solution for this?

Thanks

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Answer by Carl201010 · Jan 29, 2017 at 01:38 PM

It's been a while! Not a good solution, no. I ended up tweaking the max file to compensate for the effect - total kludge, but it reduced the damage, didn't eliminate it though. I considered trying other formats than FBX for the geometry only but didn't get round to actually trying this. I haven't repeated the exercise in 5.5 but suspect (by no means certain) it's an FBX issue anyway, so probably wouldn't make any difference. Messing with the max file or trying a separate format for import, but still using FBX for motion, seemed like the only two available options.

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