Is it possible to attain higher bone-per-vertex influence somehow?

Hi,

I have a mesh animated by bones and It looks great in modelling and animation apps where the weighting means the vertices are influenced by more than four bones each, but in unity the maximum bone influence per vertex is four, and so the model looks rougher.

Is there any way to bring a bone driven mesh into Unity and drive it past this restriction in any way?
Or any plans at Unity HQ to increase the bone limit?
Thanks :slight_smile:

If you care to share what areas look rougher with images, we can possibly suggest helpful advice on how to ‘fixes’ those areas.
Since your requesting increased bone vertex limit - I’m guessing your deploying to PC.
Have you considered corrective morphs? Even though the standard process in the 3D suites aren’t supported in Unity, an artist could used the morph/blend shape support built in - to correct areas that need help. A good programmer could couple these blend shapes to the animated bones joint angle and it would auto ‘fix’ problem areas.

Another option is to check the Shape Driver asset on the store - https://www.assetstore.unity3d.com/en/#!/content/53272
No affiliation

Its a breaking wave, as in surfing, so the wave looks smooth in animation app but the less bones issue means it looks more rough in deformation in Unity

I am building for PC with hopes of landing on future mobile devices too- but I hadn’t given regard to this as a platform limitation. Good point.

Hmm sounds complicated…