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Question by z7dm · Nov 24, 2013 at 06:48 PM · animationfbxexportskin

What is the correct way to anim and export a character from max to unity?

Hi all,

I'm relatively new to unity, and have a question about character animation:

We anim with 3D max a lowPoly versión of our caracter. Normaly, when the animation is ok, we aply a turbosmooth modifier over the skin. But unity doesn't import the turbosmooth like this (we export with fbx 2013).

We read a lot about this and it seems the only way to import the turbosmooth is putting it before the skin (editable mesh > turbosmooth > skin), or collapse it before skining. Is it correct??

It works, but the result isn't the same, some vertices "moves", so that to have a correct result, we have to re-make the skin and the % for each vertice on the turbosmoothed model. There are a lot of vertices and it's a hard work... and the result is not so good...

We need experts opinion..: is it the correct way to do the job??

Thanks in advance. Regards.

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