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Custom character bone hierarchy issue upon import back into Unity

Posted By StephanieO Last Year
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Custom character bone hierarchy issue upon import back into Unity

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StephanieO
StephanieO
Posted Last Year
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I have a custom character I'm using in Unity already. I bring that character into Character Creator as a non-standard humanoid and go through the characterization steps. Then I add my mocap animation to it and edit this in iClone. When I export the FBX to bring that animation into Unity and apply to my character, the bone structure is different from the original character. It now includes an "RL_BoneRoot" bone. Is there a way to remove this bone before / during export so the root bone ends up being the hips? Or a recommended workaround? Right now, this means I'm unable to "copy from other avatar" in the rig import settings in Unity due to a rig configuration mis-match.
I have tried removing the bone in Blender but it breaks the animation.

The one labeled CC4 below is the hierarchy after export from character creator. The one below it "AN_CH_CrouchedReach" is the desired hierarchy.
https://forum.reallusion.com/uploads/images/c8c1add1-1bc0-4873-af73-8f9e.png



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