Hi, I have a bunch of characters in Unity that where working fine. I made them in max 2011. Each has a dozen or so animations output using the name@animation format. All good so far.
Then I wanted to do some minor updates to the meshes.
Without changing the skeleton, I modified my models, collapse the transforms, re-skinned to the skeleton using a fresh skin modifier (3 bone limit, all verts weighted) and export over the old file whilst unity was off. I then booted up Unity. The models appear, but when playing the animations, the vertex order appears to be shuffled-with polys scrambled within the correct silhouette of the model.
My animation files do not contain the mesh model, just the bones. I was planning on using the bone system with a series of characters.
I have systematically run through each version of the FBX exporters in case that was a factor. I have tried converting the poly mesh to editable mesh. I have tried snapshotting the mesh, and skinning that - but again, no joy. I have tried importing the FBX of one of the animations, then rigging to THAT, just to make absolutely sure the names are the same, but again- pizza time.
Is there some sort of skin cache file in unity I need to delete to update my skinned models?
Cheers in advance!