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Wrong normals in skinned mesh renderer
So, i've got a rigged and skinned model created in 3dMax and imported in my Unity project. But, all normals seems to be flipped in Skinned Mesh Renderer (skinnedmeshnormals.png). However, if I use regular Mesh Renderer - normals are Ok (regularmeshnormals.png). How can I solve this normal flipping in Skinned Mesh Renderer?
And if I set Root Bone parameter in Skinned Mesh Renderer to None - all works fine, but Skinned Mesh Bounds are displaced. Is it solution of my problem? Or such approach may cause more issues in future? Because, as for me, it is not seems to be right to remove root bone parameter
[1]: /storage/temp/24825-skinnedmeshnormals.png
[2]: /storage/temp/24826-regularmeshnormals.png
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