The SH0CKER Posted July 1, 2014 Share Posted July 1, 2014 This has been a constant problem for me ever since I started using rigged meshes, mainly because there was no apparent reason for the mesh breaking on export. Considering how annoying it is, and how you won't find information on this easily, I thought I'd make a topic providing a reason: The engine's requirement of having a maximum of 4 bones per vertex is the cause. If any vertex in your Skin modifier is weighted to more than 4 bones, the face associated with it gets the appearance of flipped normals or perhaps more accurately a major Draw Call error. Link to comment Share on other sites More sharing options...
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