StephanieO
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StephanieO
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 39
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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. 93% of original size (was 542x16) - Click to enlarge
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