Hello -
I’m an experienced Maya character TD, but am new to Unity.
Yesterday, I finished skinning a character using Maya 2011’s “Dual Quaternion” skin clusters.
I’m very happy with the results in Maya, Unity appears to be treating my skin clusters as “Classic Linear” clusters.
Does anyone know a of a way to read Maya’s new skinning options (particularly Dual Quaternion skin clusters) into Unity 3.1?
Thanks in advance!