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Avatar joint deformation in Hololens, but not in Unity3d
I have implemented an animated human Avatar in Unity3d. It plays with no issue in Unity3d. After building the application for Hololens, both the emulator and the device exhibit broken vertices around joints in the elbows and hips. Are there settings in Unity3d build (player settings) that I should set to stop this problem. Or, should I be changing something in Visual Studio 2015 sp3, to allow more polygons. Is something in the development chain decimating the mesh? If so, can I control this?
Best Answer
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OptionsBrekel ✭✭
Have a look at Edit > Project Settings Quality and look for "Blend Weights" under "Other".
That defines how many bones can deform one vertex at a time.For a character you most probably want that at 4 or 2 bones instead of 1 which is the default on the lowest quality settings.
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Answers
Have a look at Edit > Project Settings Quality and look for "Blend Weights" under "Other".
That defines how many bones can deform one vertex at a time.
For a character you most probably want that at 4 or 2 bones instead of 1 which is the default on the lowest quality settings.
Thank you