I've created a humanoid model that I'm exporting as an FBX for use in Unity. The model is composed of many sub-meshes, because I want the model to "explode" in the game, and send the individual pieces flying. So, for example, I have individual "Hand", "LowerArm", "UpperArm", etc objects in my model. Currently each object has an unapplied Mirror modifier to keep the model symmetrical.
The issue is that when exporting this model as an FBX, the "Hands" object contains both the left and right hands as a single object, as opposed to being separate objects.
A very manual way to address this is to apply all of my Mirror modifiers, then manually separate the vertices on one half of the model to a new object. The obvious downside to that is that it's destructive, and I can't easily edit the model anymore after doing that.
I was hoping there might exist a "separation" modifier, which could intelligently separate a mesh into two pieces depending on whether the vertices are on one side of the model or another. That way, the modifier would be applied on export, but I wouldn't need to apply my Mirror modifiers in Blender.
So, in short: Is there a way to export an FBX of my model that separates my current "Hand" object into "LeftHand" and "RightHand", without having to manually apply the Mirror modifiers, and manually separate the vertices?