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Skinned Mesh swapping tips to avoid deformation

Hiya all!

We are trying to create skinned mesh models that have swappable clothing in our game, so far I've been able to figure out bones issues, single mesh skins from asset bundles on the fly, partial animations, and how to automate character structure through our game server database.

Here is the problem I'm running into. Currently it seems that when swapping out mesh that has a different poly count than the original that there is model deformation that is occurring. I'm not sure whats exactly causing the problem but it almost seems like the vertices want to be bound to specific other vertices on the model. I've been working with our artist and we are drawing blanks on this. We are using a non-biped rigs out of 3DSMax. Meshes attached to single bones don't seem to have any issues (but this might not be related) it also might be that these meshes are the least altered (ea have the same poly count)

So my question is, what tips does the community have on model building when you are planning on swapping meshes on a skinned mesh character, especially when trying to avoid model deformation?

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asked Feb 07 '11 at 02:18 AM

Trent gravatar image

Trent
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I might have answered my own question, It looks as if the deformations are indeed caused by binding meshes with different poly counts. It looks like the verts are unbound, weighted wrong, or assigned to the wrong pieces. Doing some more poking around it seems like 3ds max has a solution for this called the "Skin Wrap Modifier" it recalculates vert binds and weights on the skinned model. I'm going to have my modeler is doing this and if not give this a try and see if it works.

Feb 07 '11 at 04:52 AM Trent
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1 answer: sort voted first

So working with our 3D Modeler we found that what you need to do is first create a base model, then you can add in your new mesh component (baggy pants, jacket) then use the "Skin Wrap Modifier" in 3DS Max. You need to make sure that when its imported into unity that the component is a skinned mesh renderer. You can do this by exporting out at least two sections and making sure the bones are exported as well.

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answered Feb 07 '11 at 07:26 PM

Trent gravatar image

Trent
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I wanted to add another discovery that fixes the "Number of bind poses doesn't match number of bones in skinned mesh" which is also related to the question above. We found out today that you cannot use multiple materials in a single mesh. When unity imports the FBX file it turns the separate materials into sub-meshes that cause the above error when swapping out skinned meshes.

Feb 08 '11 at 02:53 AM Trent

But how to deal with multiple materials within a single mesh? I need multiple materials. Do I need to create additional mesh to all my submeshes?

Nov 30 '12 at 07:36 AM Rustam Ganeyev
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asked: Feb 07 '11 at 02:18 AM

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Last Updated: Nov 30 '12 at 07:42 AM