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.

Take your modo characters into Unity

Create a duplicate of your skeleton hierarchy

Double-click the root joint, right-click and choose Duplicate Hierarchy from the context menu. At this point, you can rename the duplicated joints.

Add position and rotation constraints to the bind joints

To link the bind joints, you need to add a position and rotation constraint from the bind joint to its corresponding rig joint. Ensure you bind the joints to your mesh.

Bake the bind joints

Once you’ve finished animating, you can double-click the root joint in your bind joint hierarchy to select all joints. Next, go to the Animate menu, select Bake and choose the length of the animation. I untick the Remove Constraints button because it doesn’t actually remove the constraints. Now the bind joints have been baked, you can delete the rig joints and constraints.

Wes McDermott is a 3D artist and multimedia developer. He’s the author of Real World modo and the CameraMan for Maya iOS app

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