Hi –
Have run across this issue a couple of times and am starting to wonder – our Unity project has multiple characters (20) and for the most part they’ve been fine. They are skinned characters rigged using Character Studio in 3DS Max, exported as .FBX files.
Twice now, though, we’ve had one come into Unity and explode. I have re-rigged this mesh from scratch using the same method as all the other characters that do work, and this just keeps happening!
I’m using UnityPro for PC.
Thanks!
I’ve been having this issue a lot lately. One solution that doesn’t always work is re-import your FBX file back into Max and re-export. This will only have a chance of working if, when you re-import into max, the skin isn’t already messed up.
Also maybe try a different FBX version [2006.11.1 ]? It hasn’t worked for me yet but who knows…
Unity 2.5 uses 2009.1, I think 2.5.1 uses 2009.3 on the FBX end.
But the deformation there also kind of smells like not all vertices beeing assigned to the skeleton.
dreamora – that was my first thought, but it isn’t the case. In 3DStudio the mesh animates without any unwanted deformations… unless it’s losing that information somewhere in the export, but that wouldn’t explain why the 19 other identical characters are all right!
I will try a reimport/export and see if that helps, thanks!