Part of the mesh not deforming as expected in Unity

Hello, fist of all im not entirely sure if this is the correct place for posting this, so im sorry if it isn’t
Im having a problem with some parts of my mesh not getting properly deformed in Unity. Everything works perfectly in blender however.


When scaling the bone to 2,2,2 this happens in unity. While this is how it should look:

(the scale on this second image was extremely exaggerated to showcase that there is no slicing here)

What could be causing this? and how do i fix it?
This doesn’t just happen in the butt, but almost every part of the body that is scalable. (the butt is the part where it is more notorious and easy to show)

Hey, from your description it is a bit hard to tell what could be causing this. Would you be able to provide a bit more information? Is the model using blendshapes, or are you only using skinning? The screenshots are the bindpose of the model? Does it also occur when you use a normal mesh renderer with the imported Mesh? Wireframe images would help too.

My first guess would be that in Blender the model is skinned with more bone influences per vertex. If Blender skins the model with 4 influences per vertex, but Unity only allows for 2 you are likely to get visually different results. There are 3 locations you need to check that could cap the number of influences used for skinning:

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Hey thanks, that was it, it was the lilmit of bones influencing it!

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