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Question by jatherton · Dec 12, 2018 at 02:27 AM · animationbuildmodelriggingrigged

What causes rigged models to behave differently at runtime?

I have a rigged model whose joints I interpolate based on the position of the player's hand, to show a "vine" going from their body out to their arm.

 

In the Unity Editor this looks great: Smooth looking vine with a leaf on top

 

But when I build my game, at runtime there is a strange kink in the model that persists no matter the orientation. the same vine, but with two kinks in the middle

 

What could be causing this? Is it a flaw in how I defined the bone structure of the model? Or some setting somewhere in Unity?

vine-editor.png (149.5 kB)
vine-built.png (293.4 kB)
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Answer by jatherton · May 31, 2019 at 09:29 PM

I found the answer. The Quality settings were set to use only 1 bone per vertex at runtime, which resulted in the jagged appearance. There were two ways to fix this: increase the Quality settings for "Blend Weights" (affects the entire project) or choose a specific Quality on the SkinnedMeshRenderer component (overrides for just this object).

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