'Unity Skinned Mesh Renderer breaks mesh surface when animating

When the bone transforms of my SkinnedMeshRenderer in Unity rotate and move, the surface skin of the rigged mesh sometimes splits up, with the splices leaving open the mesh (so you'd be able to look inside it, if it was using a doublesided shader). Is there a generic way to avoid this, to have triangle points always remain merged? Thanks!



Solution 1:[1]

This happens in Unity, but in Unreal the same model works fine. It's an issue with Unity, not the model.

Sources

This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.

Source: Stack Overflow

Solution Source
Solution 1 Fire Game Studios