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Model distortion in animations

Discussion in 'Animation' started by alanNuke, Aug 29, 2018.

  1. alanNuke

    alanNuke

    Joined:
    Aug 29, 2018
    Posts:
    1
    Hello,

    My animations is ok in 3d sofware but in unity have deformation, how i solve this?

     

    Attached Files:

  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    A couple more images would help, but from the looks of it, the model is low poly and possibly the skinning weights per vertex are lower than what they are in 3D software. 3D software usually defaults to a high skin influence per vertex, while game engines usually max out at 4 weight influences per vertex.
    Check the quality setting under the skinned mesh renderer
    https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html
    Check the blend weights value under the quality settings.
    https://docs.unity3d.com/Manual/class-QualitySettings.html
    You'll want to set the values to the highest setting (4) however be aware deploying to certain platforms might not support 4 bone influences per vertex (older mobile platforms).
    If the ugly deformations remain after adjusting the values, the poly count could be increased and skinning could be fine tuned in 3D to make it look better in engine.

    Side note - it also looks like the tube shaped object in the image is twisted pretty extreme. Might consider adding some helper twist bones to soften the extreme twist as it travels down the bone chain. Extra side note - the humanoid setup does not support twist bones and the rig will not conform to humanoid if this is in fact a character. Though avatar masks can overcome the humanoid setup requirements.

    Some other helpful info to absorb.
    https://docs.unity3d.com/Manual/UsingHumanoidChars.html