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I am having a problem when trying to export my animation to Unity. What happens is that whenever I export the .FBX file, Blender adds an extra object named "Armature". Therefore, the hierarchy of the object is:

Root > Armature > Hips > Spine, RightLeg, LeftLeg

This would be fine, but I have other animations in Unity that use the Mixamo rig. I am editing those animations from Mixamo in Blender, but when I export them the Armature object is added, therefore it is mismatching the actual rig from Mixamo and therefore I cannot use it. This is the rig hierarchy from Mixamo, to make it clear:

Root > Hips > Spine, RightLeg, LeftLeg

I have tried multiple things in order to fix this, such as deleting the Hips parent and renaming Armature to Hips, however this causes rotational problems and also disconnects the legs from the spine as the Armature object is not the bone.

I have also tried intercepting the import process in Unity by using AssetPostprocessor.OnPostprocessModel and removing the Armature object automatically from Unity, but that did not work for some reason.

What would be my best approach to solving this?

Note: The Armature object does not show up in Unity when the rig is set to Generic, only when it is set to Humanoid (which is what I need)

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  • $\begingroup$ did you try to apply armature first ? I mean before exporting it ? or else you may try in FBX exporting dialog to check "only selected" (referring to your mesh ofc) $\endgroup$ – cnisidis Dec 21 '18 at 20:47
  • $\begingroup$ I'm not sure what you mean by applying armature (I'm quite new to blender), but I tried exporting only the selection (the rig, without selecting the armature) and the armature was still exported as an additional root bone $\endgroup$ – Rellfy Dec 21 '18 at 22:43
  • $\begingroup$ The armature is typically a modifier, so you can "apply" it as you do with the rest of the modifiers. Although, why is it a problem to export it with your mesh ? If you don't need a bone system and you want only the vertex animations consider to use alembic instead :) $\endgroup$ – cnisidis Dec 22 '18 at 13:57
  • $\begingroup$ Name the armature Mixamo and it will work with mixamo animations... not sure why this works but it did for my tests. $\endgroup$ – user73933 May 7 at 16:46

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