Animation Skinning appears different in Unity than in Maya (not vertex influence related)

8498603--1131455--upload_2022-10-8_15-41-48.jpg

Hello

The skinning is very different in Unity (2021.3.8f1) from Maya. Its rougher and I have spikes, despite ensuring that the two are matched up vertex influence wise.

At the moment I can only presume this is a bug.

Is anyone aware of any other quality settings or import settings I need to be aware of?

Is there a recommended method of bind options? It would be great if I could get a Unity developer to clarify ideal skinning solutions as in my experience of animating characters in Unity this hasn't been documented anywhere

Thanks

Jim

[quote=“JimBendingBoneloaf”, post:1, topic: 896606]

Hello

The skinning is very different in Unity (2021.3.8f1) from Maya. Its rougher and I have spikes, despite ensuring that the two are matched up vertex influence wise.

At the moment I can only presume this is a bug.

Is anyone aware of any other quality settings or import settings I need to be aware of?

Is there a recommended method of bind options? It would be great if I could get a Unity developer to clarify ideal skinning solutions as in my experience of animating characters in Unity this hasn’t been documented anywhere

Thanks

Jim
[/quote]
Try to save it to obj or make a 3ds version and overtake it from 3ds max already in Unity.

Another option is to save it in 3ds and use SimLiber to overtake it in fbx format

If there is the same problem in these programs, then most likely it is a problem of the vertices of the model, only a rework will help here, do you have a rig on the model? Try to remove it and see the changes