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Question by marosko · Sep 30, 2015 at 07:10 PM · import3dsmaxriggingmeshrendererdaz3d

How to import a rigged model (skeleton), so the MeshRenderers are not modified during the Unity import?

I have a skeleton model in 3ds Max and I have rigged it in DAZ. To make the rigging easier and perform better, DAZ joins all the sub-elements (objects) into the one.

When I import my rigged skeleton model into Unity I loose all the information about the sub-elements of the skeleten. Unity imports the whole skeleton as one game object and creates its own new mesh renderers. The problem is that these new mesh renderers in Unity do not correspond to EditablePolys in 3ds Max.

Giving an example, imagine that every bone of a skeleton model is a separate element. If I import it to Unity (before rigging), every bone will be represented by a game object and its Mesh Renderer. Having all the bones as separate mesh renderers (or even better GameObjects) is important for me, as I would like to change materials/shaders on the fly.

The interesting thing is that if I import the rigged model back into 3ds Max, I am still able to select separate parts (bones) of the model.

Please, see the attached picture (the same model imported in 3ds Max and Unity): - in 3ds Max, I am able to select different bones (EditablePolys) - in Unity, there is only one game object with MeshRenderers which do not correspond to one in Unity.

My question is:

Is it possible to recreate Mesh Renderes from the rigged model in Unity? (or is there some special way how to import it?) One of the possibilities I thought of is to somehow create new Mesh Renderes on the rigged model based on the original (non-rigged) model.

Thank you!! alt text

skeleton.png (442.6 kB)
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Answer by Kali2048 · Oct 09, 2015 at 01:34 PM

From what I understand you have only 1 editable poly mesh in 3DSMax and use the Element selection to select separate pieces of your skeleton.

The easy way to have separate meshes would be to split your current mesh in 3DSMax, you can even save/load your current skin data to the new meshes.

Something you might look into is Submesh in unity, each submesh of a mesh needs a different material.

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