Reply To: Blender+Rigify to Unity humanoid – best practices?

Forum Archive Blender+Rigify to Unity humanoid – best practices? Reply To: Blender+Rigify to Unity humanoid – best practices?

#26609
Kevin Mather
Participant

    Thanks @jgonzalez . Looking forward to it.

    I did a “brute force” technique which seemed to work well. Long and tedious, but straightforward and easy to understand.

    A. Massively clean up armature

    1. Keep “master”, “root”, all “DEF-*” bones. Delete all other bones.
    2. Delete a few extra floating “DEF-*” bones not part of skeleton.
    3. For all DEF-* bones, check and fix parenting to get the skeleton tree.
    4. For all DEF-* bones, check and fix “Connected”. Some of them look connected but aren’t.
    5. Merge to remove a few unwanted divisions in spine, leg, arm bone chains.

    B. Re-skin

    For each skin mesh,
    1. Delete all vertex groups.
    2. Re-parent mesh to clean armature, automatic weights.
    3. In Weight Paint, delete all the unnecessary vertex groups.
    NOTE: For fingers, keep the hand and last 3 finger bones only.
    4. In Weight Paint, select each valid vertex group and verify/update the weights.

    Export FBX Armature/Mesh and import into Unity. Seems clean without lots of extra noise.
    Select Humanoid rig and automatically create avatar.

    [If you survive, give yourself a treat.]

    I hope to save the “clean” armature in a safe place to use again on other characters.