Export skinned characters from Modo to Unity

When importing skinned characters into Unity, you’ll want to be sure that your rig hierarchy is as clean and optimised as possible. You’ll also need to make sure that your rig has enough bones to convey proper deformations, and be mindful of how bone count can affect performance. Each bone in the hierarchy needs to recalculate the transform back to the root, so the larger the hierarchy, the more impact it will have on performance.

The other issue to consider is the number of bones affecting a vertex: Unity supports no more than four bones per vertex. The speed of transforming the vertices is directly related to the number of bones affecting the vertex being transformed. When binding your character in modo, you’ll want to set the Limit Weights option to 4 or lower. You can also adjust the quality of the blend weights in Unity via the Quality setting on the skinned mesh renderer.

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