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Problem with exporting skinning-data from 3ds Max to Unity
Hi Guys
I'm having a little issue with importing my character's clothing from 3ds Max to Unity. So I got a character's base mesh along with multiple other clothing-objects, which I want to stick to the movement of the base mesh.
While the skin component of my base mesh works properly in Unity, it does not recognize the skin components of the other clothing-objects. I added those by converting a "Skin Wrap"-Modifier to a "Skin"-Modifier.
Does anybody know how to solve that problem?
Thanks a lot... :)
Answer by Jeff-Kesselman · Nov 11, 2014 at 10:37 PM
Combining skinned meshes sensibly at run-time is a non-trivial problem.
I'd strongly suggest you leverage the work already done on UMA.
Thank you for your answer! One question though: Is U$$anonymous$$A all about creating completely new characters in Unity or is it also possible to bring in my own character mesh with its own clothing and set it up with U$$anonymous$$A?