ways to fix deformation skin problem cause of the limitation of four bone limit
Hello to everyone
I am working on an anatomical project with animation. The main goal is to export an fbx file to unity with all the animation from 3ds max.
My problem is because of the four limitation of bones that has unity and because my animation has some extreme pose my deformation is not quite well at some point on some skin objects. Are there any ways to "help" those skin objects to have better deformation?
I have tried to "help" those deformation skin objects with morphs in 3ds max, but if the morph modifier is above skin the fbx format get an error as you already know (common error, nothing above skin midifier) and if i put the morph modifier below skin modifier (the right way) it's work but the result of deformation is difference. To be clear, the result that work for good deformation in my scene is first to calculate skin modifier and the morph modifier second. I know how morpher modifier work inside 3ds max. Any ways to export the scene differently i mean diferent order, to calculate first skin and later the morpher modifier, so i can get inside unity the deformation that give me the viewport of 3ds max when i have morph above skin modifier?
What do you thing about megafiers plugin, i heart that has advanced morphing system, can it help me to my situation? Any other plugin that could help to solve this situation?
Others ways, like vertext animation, point cache has been consider and tried. Because the export file size is already big with that ways is getting too bigger.
Any other idea for exported the whole scene to unity and fix the deformation problem at those objects?
One last question it's relevant is someway, the frame rate of 3ds max NTSC format is running at 29.97 or 30 fps? Because i have some problem to synchronize the export animation that i get from 3ds max with point cache file(megacache - plugin used) inside unity.
I am really stuck, any help would be appreciated, thanks for your time to read this post
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