- Home /
Animation; character weights show differently on device than in Unity.
Hello,
The characters weights are showing differently when built to a device than they are showing in Maya or in Unity. Specifically, the lower half of the characters weights are penetrating the mesh or sticking out, but only on a device. They appear as they should in both Maya and Unity.
If anyone else has had this problem, I would very much appreciate insight on it. I've already tried changing the animation in Maya and re exporting the FBX to see a change. So far I've been able to lessen it visually, but not actually fixing the problem.
Thank you for your time!
-Casey
Answer by Xoduz · Apr 11, 2013 at 10:42 AM
Could be related to the Blend Weights settings in Unity, as explained in the answer to the following question: http://answers.unity3d.com/questions/49422/skinning-inconsistencies-between-3ds-max-and-unity.html
To sum up, go to Edit -> Project Settings -> Quality and change Blend Weights from 2 to 4.
Thank you for the quick response! I went and updated the settings, committed to the asset server, and ran and built to my phone and sadly the weight issues still appear. In Unity the weights and animations appear fine. Just on mobile devices, the weights cause issues. (Both on IOS and Android)
But once again, thanks for the quick response! I'm glad to know of the Blend Weights quality settings for future projects!
-Casey
Hm. Did you set the Blend Weights value to 4 for all the different (Fastest/Fast/Simple/Good/Beautiful/Fantastic) quality settings? If so, I'm all out of answers for now, sorry. Was a shot in the dark on my part.
Your answer
Follow this Question
Related Questions
billboarding an animated plane character 2 Answers
iTween Char Animation 1 Answer
Problem with a legacy animation made in unity 0 Answers
Rigging a character made in Unity 0 Answers
My Unity game randomly freezes with no error or warnings, HALP? 2 Answers