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Multiple Skinned meshes from 3ds max into Unituy

Discussion in 'Animation' started by Tubb_1977, Oct 19, 2019.

  1. Tubb_1977

    Tubb_1977

    Joined:
    Oct 13, 2017
    Posts:
    10
    Hi All

    Having a little issue with Multiple skinned meshes in unity

    I have a skinned base object in 3ds max and a number of clothing items skinned wrapped to that base object.

    All deform perfectly in 3ds max.

    I convert the skin wrap to a skin modifier - still works perfectly - then export all to Unity.

    Once in Unity the base object deforms as expected but the clothing objects are a little bit off, clipping etc...

    Is this something I'll have to deal with - fine tuning the skinning/hiding parts of base mesh etc..

    Or is there something fundemental I'm missing out on?

    Any links to best practice tutorials or advice would be much appreciated!

    thanks

    Arthur


    *EDIT*

    okay so it was a simple fix for the most serious errors - make sure the bone weight is set to 4 on export from Max.
    There's always a little bit of clipping but that can be fine tuned via the mesh or skin weights.
     
    Last edited: Oct 21, 2019