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This question was closed Jan 19, 2017 at 03:23 PM by Bolox for the following reason:

The question is answered, right answer was accepted

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Question by Bolox · Jan 19, 2017 at 03:58 AM · mesh3dsmaxriggingclothmultiple objects

Unity recognizing 3dsmax skinned rig

Hello!

This question probably mostly connected to 3dsmax neither to Unity, but it's really confusing about realisation of my task.

I have a character model created from different "editable poly" objects (such as naked body, hair, eyes, top wear, bottom wear, boots etc). If i try to rig and skin all of this in 3dsmax, i have to attach it to one single mesh (editable poly) and provide animations. But after that, in Unity this model is recognized as a one single mesh with animations and i have no possibilities to apply Cloth Component only to hair mesh for example, so its moving with animations but i cant simulate it's hair physics (this would be incorrect to apply Cloth to whole character...)
I will be very thankful for any tip you can give me about my problem and sorry for my bad English knowledge.
Thank you for your attention!

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Answer by theANMATOR2b · Jan 19, 2017 at 02:08 PM

You do NOT need to combine meshes in Max to rig and skin them to the same animation rig. They can be separate mesh components with a shared skin modifier.

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Answer by Bolox · Jan 19, 2017 at 03:21 PM

Oh, thank you for this important notice. Didnt know that! @theANMATOR2b

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