Unity animation: odd skin displacements
I have a rigged character which is animated in Blender and exported into Unity. Blender animation looks fine. Unity animation has "seams"/offsets in the skin of the arms and hands when the animation causes a lot of deformation. I didn't turn up much in searching, except "quality level". I tried Auto/1/2/4 bones, with slight effect, but never really acceptable. Vertex weights have been regenerated, UV maps checked and fixed, nothing seems to help much. Maybe someone has tricks to work around this.