There are another 2 reason why better do not use G5 characters in Unity (even if You optimized UV and textures and removed invisible polygons):
1. Unity has 4 bones (maximum) dependance limit. So if more that 4 bones affect on mesh vertex movement, some dependance will be simply dropped and skin deformation will be incorrect. G5 character has a lot of bones (especially in face) and a lot of vertexes have more that 4 bones dependance and as result You could have some issues.
2. Unity has no support for special controllers for bones (like twist (skin) bones, elbow. knee).
Such bones used in G5 for smooth skin deformation, but after export in FBX they will not work.
As result You could have skin deformation issues, especially in elbow and knee zones.
So always better to use character models which have been created with taking these limitations into account
In this case G1 and G3 characters are better fit.
Or You could use characters on "G5 Game" skeleton, which have been specially created for using in the external applications like Unity.
Vit
Edited
10 Years Ago by
Vit3D