I’ve created a split mesh character and used Edit Normals to average normals across multiple meshes so I can have a custom character with smooth normals…If I add a skin modifier on it’s own it imports into Unity fine, but if I add a morpher modifier onto the head under the skin the normals/tangents seem to get messed up a little.
I could work with it, but I’d much prefer it to be a flawless transition between the two models, which is is without the morpher.
Any thoughts on how to get around this issue short of bone animation?