i just rigged a human body and animated it. Then i loaded it into Unity and saw, that certain vertices where not properly bound to their bones anymore (they just did not move or did not move correctly. After that i found out, Unity only supports vertices bound to maximum 4 bones (UE4 supports up to 8 bones - but with a slight perfomance drop if you use more than 4 bones per vertex). After that i used the “Limit Total”.-function of the Weight Tools in Blender. After that the mesh-deformation was also strange in blender - as expected … So far so good but now my question:
Obviously i have to fix this strange mesh-deformation issues after i limited up to 4 bones for each vertex but if i begin to weight paint it by hand to fix it, vertices are put in multiple vertex groups again (due to the weight painting) and i end up with nice deformations but again with vertices that are assigned to more than maximum 4 vertex groups …
Does anyone know how to get around this problem? Maybe Blender has some smart tools are there is a best-practice to avoid this problem.