Hi there:
When I export the mesh with morph in max, my adjusted vertex normal just been revert to the default version, but in Max, it’s no different, but after I check the mesh in blender and Unity, the problem shows like the image below:
The face on the left is the mesh with morph, but it lost the vertex normal information I adjusted; and the face on the right is without morph, but contains the adjusted vertex normal.
I am so grateful if anyone know how to fix this.
Replies
Also, the Morpher modifier probably won't transfer under the Skin. This is something you should setup directly in the game engine.