Skinning lost after applying texture!?

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  09 September 2012
Skinning lost after applying texture!?

I have a character originally made in maya and zbrush that I sent to 3ds Max via FBX. I rig, skin and animate the character in 3ds max, then I export with FBX. I imported this back in maya because for some reason I need to re-export from maya in order for it to work with Unity. (maybe because they are both mac, I don't know) The issue is this:

When I open the fbx is maya, I noticed that the two textures that make up this character are not on the character. (I didnt add them in 3ds max either) So now I had to use the Separate tool in maya, regroup the body which is 1 texture, and then regroup the hair and hat which is the second texture. Add the textures while they are two groups and then combine to save the UVs. When I do this and export as FBX, my animations are not playing in Unity, I think it is because my skinning is damaged when I separate the and re-combine the mesh. Is there a way that I can get both textures on this character without damaging the skinning? Can I add the textures in 3ds max without damaging the skinning and re-export? When the mesh opens in Maya it is 1 combined mesh without the two UV sets and if import into Unity like that, there is no way to add on the Hat texture. This is important to figure out because I have other characters that use 2 textures on 1 mesh. Please help! Thanks.

PS I know I should have made sure that the textures were applied correctly in max but it is too late and I just want to know how to fix it.
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  09 September 2012
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