character deforms differently than he does in Blender

I’ve exported a character from Blender to Unity 4.2 using Autodesk FBX format.

Problem is the character deforms odd in Unity, but everything looks perfect in Blender.

What I mean is, that it looks like there is no gradation (0, 0.25, 0.5, 0.75, 1.0) between the vertex groups in Unity, like it just clamps all the groups to be either 1 or zero (at least that how it looks)

Am I doing something wrong?

Thank you for any help anyone can offer :slight_smile:

Just to confirm the answer here from comments above - this artefact is related to the mesh compression - you can try disabling or changing setting for mesh compression in Unity for your models:

Unity > Select ModelX in Project window > Inspector > Model > Mesh compression

Olly - Unity Support