Animation; character weights show differently on device than in Unity.

Hello,

The characters weights are showing differently when built to a device than they are showing in Maya or in Unity. Specifically, the lower half of the characters weights are penetrating the mesh or sticking out, but only on a device. They appear as they should in both Maya and Unity.

If anyone else has had this problem, I would very much appreciate insight on it. I’ve already tried changing the animation in Maya and re exporting the FBX to see a change. So far I’ve been able to lessen it visually, but not actually fixing the problem.

Thank you for your time!

-Casey

Could be related to the Blend Weights settings in Unity, as explained in the answer to the following question:
http://answers.unity3d.com/questions/49422/skinning-inconsistencies-between-3ds-max-and-unity.html

To sum up, go to Edit → Project Settings → Quality and change Blend Weights from 2 to 4.