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Character Mesh gets triangulated and Distorted at runtime
I have been working in Unity3D for about three years. In this time I have never had a problem with a character mesh until now. In about 10 to 20 seconds of run time my character model gets triangulated and distorted.
I used the 3DsMax biped for animation purposes and I don't know if I grouped the hat and belt to the skinned mesh is causing this to happen in unity or what. I have attached a screen shot of what I am talking about. If anybody has ran into this problem before I would like to know some alternative solutions to this problem.
Thanks.
Answer by Piflik · Jul 20, 2012 at 05:30 PM
Every mesh, that consists of polygons, is triangulated. Always. Everywhere. No exceptions.
Not sure what distortion you talk about or what causes it, but groups are generally a bad idea, especially when animating. It would be better to attach the objects to the mesh, and/or skin them to the same biped.
Two things you should look for: double faces and defective vertex weights.
Answer by ButtaGrits · Jul 24, 2012 at 09:41 PM
That's what I was thinking it might be. I appreciated the feedback. I do however have some more animations to complete with the referee so when I go back to max I will look for double faces and defective vertex weights as well as ungrouping the two accessories attached.
Thank you for the response.
Answer by ButtaGrits · Jul 24, 2012 at 03:29 PM
I was kinda thinking of the same thing but wasn't sure. I do however have some animations left to do with the referee so when I go back I will look for double faces and defective vertex weights while doing so.
Thank you for your response in the matter.
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