The last weeks, i have been skinning some characters inside Blender 3D. In order to do it correctly, i’ve created some ‘vertex group’, that i use along with the ‘mask’ modifier to hide some parts of the mesh. it makes the job easier.
After skinning, i exported characters to display in a game engine, and therein lies the problem. The normalizing of the influences is not correct. In Blender, ‘vertex group’ that we use with ‘armature’, they mix with all ‘vertex group’ we create to do something else, so, when we normalize the influence, Blender takes this ‘vertex group’ in account, and the calculation is incorrect. The consecuence of this is simply a bad deformation inside the external game engine.