I created some controller bones for a camera, so it can rotate in all directions a normal camera would:

enter image description here

But when I export it to Unity, the bones cannot be used. What can I do differently so the camera can be controlled in Unity in some way?

  • $\begingroup$ Control bones that control other bones or are just a parent for the mesh might not work in game engines. AFAIK you need to export the deform bones of a rig. $\endgroup$
    – Blunder
    Apr 11, 2022 at 14:19
  • $\begingroup$ Thank you! I'm sorry but I don't understand the second part. What are deform bones and how do I get them? $\endgroup$ Apr 12, 2022 at 11:28
  • $\begingroup$ I've assumed that you have bound the mesh directly to the bones. Sorry, I should have asked for confirmation first. So, how have you bound the mesh to the armature? Deform bones are bones that have the [X] Deform checkbox enabled. The setting is in the Bone Properties. These bones move and deform the mesh. Their influence is defined by vertex groups assigned to the mesh. For a quick test you can make the armature the parent of the mesh with Parent To>With Automatic Weights and check if it moves. Deformation will be horrible. You need to assign the mesh parts to the vertex groups to fix it $\endgroup$
    – Blunder
    Apr 12, 2022 at 12:00
  • $\begingroup$ Oh yes I actually did that and I can move it in Blender but we want to move it in Unity too. So that the camera follows the player around. Can we do that somehow? $\endgroup$ Apr 21, 2022 at 14:50
  • $\begingroup$ I'm sure you can do this. Unfortunately, I'm not familiar with Unity rigs. Maybe someone else here knows. Or you can ask this in a Unity forum? $\endgroup$
    – Blunder
    Apr 22, 2022 at 1:21


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