I am having some trouble! Here’s a picture:
On the left is what I have in 3D Studio 9, and on the right is what I have in Unity.
I started out doing animation with Physique (my preference), which I’ve already learned doesn’t work, it does weird things to the bones after the FBX conversion has had its way with it (for instance, his legs would flip upside down as they animated). I tried using a Physique-to-Skin utility, and it worked fine in 3DS, but when the FBX file comes to Unity, the mesh is completely messed up, looking like it turned inside out with the wrong vertices attached to the wrong bones or something. Similar things happen if I leave my model as a Poly instead of a Mesh.
If I re-attach the skeleton with a fresh Skin Modifier, the FBX export will match what 3DS has, but until I make changes to the skin, the model won’t animate right in 3DS, for instance when his tongue sticks out it takes most of his mouth with it, and his leg bones are effecting vertices on the opposite leg, the whole thing is a mess. So I adjust the vertex weights using the weight table, and get it working right in 3DS, but then the FBX file in Unity gives me the result you can see above, where certain vertices (seeming to be ones I fixed in 3DS) are dragged away from where they ought to be.
Has anything like this happened to anyone else? It’s driving me crazy!