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Question This is a question about Unity asset collider.

fikado1

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I posed a daz3d prop, exported it as fbx, and then imported it directly into Unity.
However, even though I checked generate collider, physics was not applied, so I applied a mesh collider this time. However, the green mesh does not fit the object. Is there a way to fix this?
 

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Open the fbx in Blender. Export the object with the pose baked and no rig.
The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.

Side note: if this is a licensed daz3d prop, don't share it on the hub.
 
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Open the fbx in Blender. Export the object with the pose baked and no rig.
The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.

Side note: if this is a licensed daz3d prop, don't share it on the hub.
😳~Open the fbx in Blender. Export the object with the pose baked and no rig. The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.
🤯~I can't understand this passage...
 
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It is a skinned mesh. A mesh that has a rig system with bones to animate it.
It's default "shape"/position is not the same as the one in the animations as the bones will move parts of the mesh.
 
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