@kreml
- About skinning - I explained because how you defined your situation; You should know that skinning for games in general works like I described, you have a mesh, then you deform it and that’s it. Unless you have some custom game specific stuff going on shaders… so that’s why.
With all the respect, no matter how much you’ve done 3D work, it wasn’t obvious in your question.
Also, don’t agree about saying Turbo smoothing mesh on top of skinning resolution mesh isn’t post effect - I understand what you are doing, have used it many times myself, well then, let’s call it post correction- I think you know I didn’t mean by “post” “fix it in post” kind of 2D image post processing, only meant that skinning is done, then you afterwards or as post correction modify shape of mesh, in this case by subdividing it.
Also, including/having support for turbosmooth in FBX wouldn’t mean it would be supported by Unity automatically, also, many target platforms might not be powerful enough to cope with that.
In general, out of the box Unity only supports bare bones skinning, unless you do something yourself… you are stuck with that.
Also, I mentioned skinning to 3 bones only as guidelines (same reason as first issue), yes unity supports typical amount of bones per vert, but if you have to resort to weighting to 3+n bones, in general one has botched something quite well
“Anyway, didn’t expect much from posting on these Forums”
Well, in general I personally don’t expect much from free advice, I’m lucky if I ever get a reply that helps me even a little bit… I don’t think it’s reasonable to be frustrated by something I only invested my time into, didn’t pay a cent.
Some tips
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Maybe also check out Unity Asset store Blacksmith demo characters, I think they are skinned too. Haven’t checked those, but they are at least dense meshes, however, movement range is most likely bit limited because of clothes.
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Just remember the toolset - There is no dual quaternion skinning neither is there skinned mesh post correction effects or such out of the box, and using mecanim with extra deformation bones can be tricky.
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Unity skinned mesh supports morphs, but I haven’t used them for deformation correction, so I’m not going to say they work for that.
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Your best bet is most likely quality skinning to what you can arrive to using different methods.
EDIT:
Simply put, there is no out of the box support for subdivision surfaces like you describe. Who knows if/when/how OpenSubdiv and such will end up in game engines like Unity. Maybe if data is as mesh not triangles then it could work.
There have been games that use some sort of subdivision surfaces on static meshes and characters, not sure if they have used Catmull-Clark type typical 3D software solutions or something else instead of tesselation.