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Skinned mesh renderer quality not working right?
Hello! So I (still) have issues with my model, primarily that the wrist doesn't bend properly
Blender: Rig: (The forearm copies 50% of the handbone's rotation locally) Unity:
And my frustrations keep going as it seems the closest thing I get to a proper bend is at 4 bones in the skinned mesh quality setting,
But this subsequently makes my character's face look like it has been run over, or as if their DNA was spliced with a bulldog. Certain faces bend in unintended ways
The main candidate here are the eyelids, whose bones aren't meant to deform (and subsequently do not have any weights besides having the eyelid sphere parented to them). When I turn the quality from 1 bone to 4 bones, the face seemingly crunches up as a result of eyelids closing.
Any suggestions?
Are you sure that you do not bind a single vertex to more than 4 bones? Unity does only support up to 4 bones per vertex.
I am fairly certain. The hand bone and forearm bone are the only ones affecting it, and even besides that I$$anonymous$$ bones have deform turned off.
The issue is that I can't enable "4 bones" in the quality as it messes up the face (as seen in the post) and still doesn't fix the wrist rotation.