C4D - Unweighted vertice issue with Hypernurbs/Bones R11.5 w/Unity3

I’ve been looking for awhile now and can’t find a solution. In one post, I noticed Mr_T said to use current state to object on the Hypernurb. This is definitely not an ideal solution, but maybe it’s one I will have to deal with. I was wondering if anyone else had any solutions/recommendations.

I’m new to animating models for use in game development. When creating models to be animated in C4D and imported into Unity, is it a bad practice to use hypernurbs? It doesn’t seem like anyone else is having this issue, so I’m thinking that either others working with C4D aren’t using hypernurbs, or I’m doing something terribly wrong. I’ve always used hypernurbs when modeling/animating for movie file outputs, but perhaps this is isn’t an ideal method for game development.

If I take the mesh outside of the hypernurb, I can import a model with animated bones or joints with R11.5 and it looks fine. If I put the mesh back inside a Hypernurb and then import, none of the points generated from the hypernurb are weighted when the animation plays in Unity (so it basically looks like a bunch of spikes coming out of the character.) I’d like to avoid using Current State to Object if possible.

I’m using C4D R11.5 and Unity 3.

Here is an image of the leg moving forward if I am using hypernurbs.

Thanks in advance for anyone’s input.

First of all - in most cases HyperNURBS is a no-go for game models. Your topology should be created to work the way you see the low Poly version. Add extra edge-loops around the important joints that will get bent by your bones/joints. That’s a good start for that.

Regarding your weighting issue: Make absolutely sure that you don’t unweight points on you model. The picture looks like you’ve made changes to the point-weights around the legs by subtracting weight from any bone. Don’t do that. Make sure that every vertex has a 100% weighting in total. Only draw away vertex weights by adding to another bone that you find appropriate.

If you’re going to think about it further: you next step would probably be to only weight as many bones to a vertex as your according setup in Unity allows.

Hope that helped.