3DS Skin modifier + FBX files

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!

Please don’t forget to makfe very simple your bones hierarchy before to export.
Unity allow some Ik chain etc… but hte FBX exporter could create probleme, depending of your rigging.

The best for importing a character in Unity is :

  • To create a bake simulation on your bones.
    It means, 1key per frame for each bones. and becarful to not apply that on all the transformation (we always use rotation for the bones eccept for the pulvis and some other one.)
  • To delete you rig of your scene.
  • To parent your model and bone root to the world
  • And to start an export selection selecting your bone root and model.
  • Last point : Skin in Unty allow 4 bones per vertex maximum.

You can also read the following thread for more informations :

If it doesn’t work, please commit a picture with your bones hierarchy, it will help us to understand better the problem here.

Hope it helps you!