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
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?
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)