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.

Thank you for reading 5 articles this month* Join now for unlimited access

Enjoy your first month for just £1 / $1 / €1

*Read 5 free articles per month without a subscription

Join now for unlimited access

Try first month for just £1 / $1 / €1

TOPICS

The Creative Bloq team is made up of a group of design fans, and has changed and evolved since Creative Bloq began back in 2012. The current website team consists of eight full-time members of staff: Editor Georgia Coggan, Deputy Editor Rosie Hilder, Ecommerce Editor Beren Neale, Senior News Editor Daniel Piper, Editor, Digital Art and 3D Ian Dean, Tech Reviews Editor Erlingur Einarsson and Ecommerce Writer Beth Nicholls and Staff Writer Natalie Fear, as well as a roster of freelancers from around the world. The 3D World and ImagineFX magazine teams also pitch in, ensuring that content from 3D World and ImagineFX is represented on Creative Bloq.