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#573
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footman

I divided the Smd clone into 6 parts and simply copied the skinning to the parts. In Maya, all the bones that had skinning to certain parts were linked to those specific parts, and the result was this:

Is it necessary to work with cutting the SMD mesh? Can't you take meshes from OBJ and apply the skinning from SMD to them?

I tried to conduct such an experiment with a green dragon model. It has one mesh, and the skinning shouldn't have been corrupted, but something went wrong.

For some reason, after copying the skinning, the mesh from the OBJ rotates 90 degrees downwards relative to the skeleton. This is solved by unchecking the box in Advanced Parameters -> Always Deform. After exporting to the game, I found that some bones were twisted, but half of the model is displayed correctly :D

http://immage.biz/image/SZTR

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