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Question by UCSIM · Jan 13, 2017 at 03:58 PM · animationunity 5riggingskeleton

Unity isn't reading all of the bones in a model

I have a model that has bones in all of its fingers (rigged with Mixamo, standard 65 bone skeleton). I wanted to change the way the fingers look in one of the animations, however, Unity only lets me edit the index finger on both hands (when configuring the model) -- for some reason, all of the fingers on either hand are mapped to the index. How can I fix this so that all the fingers can be individually edited? I'm using Unity 5.3.5.

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Answer by Bunny83 · Jan 13, 2017 at 08:38 PM

If the other fingers "appear to be mapped to the index finger" then they are mapped to the bones of the index finger. Note that a single vertex can only be mapped to 4 bones at the same time. So if you somehow mapped the vertices to more than 4 bones that mapping is lost.

So the problem is most likely in your model. Also note that in certain quality settings the bone count might even by smaller than 4.

The vertices of fingers should usually only be mapped to 1 bone and maybe to 2 bones near joints.

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