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Does Morph Angle Deformer in Skin modifier of 3ds Max can be imported into Unity 4?
I think the topic speaks for itself. My friend and I are trying to skin a model that we made but it's almost impossible to have the right deformation without either a hi-res model (21k polygon) or Morph Angle Deformer in the Skin Midifier of 3DS MAX. Is it that my Mesh is not good enough for skinning ? Is it the joint placement ?
I am not an expert but I follow a good edge flow, I would have hoped for a better deformation witht only basic skinning but the character fights and it means lots of differents positions with exagerated angles.
So I wanted to know if that could be imported in unity and if not if someone could help me to find a solution to the skinning.
Thank you for your time
Kiyiki
What happens when you import it into Unity?
Checked out:
http://forum.unity3d.com/threads/3dsmax-fbx-import-morph-angle-deformer.130963/ http://giganswers.org/wordpress/zuver/2014/12/26/3ds-max-to-unity-4-workflow-with-turbosmooth-and-skinmodifier/
?
Answer by Paulius-Liekis · Jan 15, 2015 at 02:51 PM
No, Unity doesn't import "fancy" skin features. It's just a simple 1-4 bones per vertex blended transform skinning.
The only way to make your mesh behave in more fancy way is to create BlendShapes (Morph targets) and import those. Unity has support for BlendShapes.
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