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Question by Ari Levi · Oct 03, 2011 at 03:32 PM · fbxskinweights

FBX Importing Skin weights from maya?

Hello, I have an FBX file I have imported from Maya. It work mostly, but all the weights are only 100% bound to a bone. When I view the file in quicktimes FBX viewer it looks fine, but not in unity.

I can't find any import settings for this either.

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avatar image ChosenOne_ · Apr 03, 2020 at 12:46 PM 0
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same problem with 3ds max and Blender in Unity 2019.3. On screenshots left is the skinned mesh in 3d package, right - imported mesh in Unity https://i.vgy.me/gKlCy1.png https://i.vgy.me/dTPYo6.png "Auto" setting in $$anonymous$$esh Renderer Component always makes 1 vertex = 1 bone for me. Changing the setting to 2 bones fixes it. But why this broken "auto" setting even exists?

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Answer by Bunny83 · Oct 03, 2011 at 06:18 PM

Of course. Every vertex can be bound to 4 bones. The resulting weight is normalized and will always be 1.0.

A simple example with 2 bones:

a vertex is bound with 1.0 to bone1 and with 9.0 to bone2 the resulting weights are:

 bone1: 0.1
 bone2: 0.9

If you bind a vertex to only one bone it will always have 1.0 weight since it's the only "thing" that affects the vertex.

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avatar image Ari Levi · Oct 04, 2011 at 12:25 AM 0
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The Vertices are bound to multiple bones in $$anonymous$$aya and The FBX file, but when it loads in unity it is ignoring the weights and each vertex only seems to be bound to 1 bone (only once imported to unity).

avatar image Ari Levi · Oct 04, 2011 at 01:19 AM 0
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It's Ok, I found it. It was the 'quality' setting on the mesh renderer.

avatar image dragonikus · Mar 30, 2012 at 02:49 PM 0
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Can weights have a falloff attenuation to the one bone?

avatar image Bunny83 · Mar 31, 2012 at 02:48 AM 0
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@dragonikus: This isn't an answer so please don't post questions as answers!!

I actually don't understand what you mean...

If you mean that you want to "fade out" the weight of a vertex that is bound to a single bone then no. The overall weight for each vertex is always 1.0

What would 0.5 even mean if there's not at least another reference to fade towards.

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