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Adjusting skin weights = broken mesh
I have a character with a skinned mesh in a prefab.
I needed to adjust the weights of the skinning on the character in 3ds studio max.
After adjusting the weights, I re-exported the .fbx file and swapped the old prefab mesh with the new one.
This is the before and after of what happened. How come the new mesh is all broken? All I did was adjust its weights.....
Answer by ifisch · Mar 12, 2014 at 10:34 PM
I'm having the exact same problem as tyson. Anyone have any ideas?
Answer by jianyezhou · Mar 30, 2011 at 08:24 AM
hi. maybe you can adjust the weights (each vertex), and delete the character in projectview, do not operate in winbrowser, then close the unity editor, recopy the new character to the folder..... ???
Answer by ChosenOne_ · Sep 19, 2017 at 06:43 PM
Similar problem. A have 4 characters with the same skeleton. Two of them skinned in 3ds max with envelopes only, and two have custom vertex weights. All 4 works fine in unity. BUT! I need to change skinned mesh in prefab of one character to another. It works fine for characters with same skinning methods. But if I try to set a mesh with per-vertex skinning fo character with envelopes skinning - unity rotates part of the character breaking the skin. I tried baking all vertex weights in 3ds max - it helps, but only in some cases.
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