I’ve created a simple rig with a skinned mesh (skinned a lowpoly version and copied the weights to the highpoly mesh). I imported the model with a baked animation (just a pose).
When imported into Playcanvas the result is quite different than in Maya - even tested it in Unity, and I can’t replicate the result.
The skinweights react different - making the “highpoly” character look similar to the no longer existing lowpoly mesh:
I’ve tried adjusting the bone influence per vertex count in Unity to see if that was the issue. But the mesh looks different than the result yielded by Playcanvas.
Any ideas on what is causing this deformation?