[Closed] 3dsMax Morpher changes normals / tangents in Unity

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?

From 3DSMax, have you exported the normals and tangents in the fbx ?
In unity, have you set the normals and tangents to be imported from the fbx and not calculated ?