- Home /
Deleteing a facial rig on export
If I have an FBX animation for a character, and the facial animation is going to be blended on through a seperate FBX animation, can I delete the facial rig when I'm exporting an animation only for the body when I export?
To be clear, I know I can delete the bones from 3dsmax when I export...i'm just asking if this will cause any blending problems between the facial and body animations within unity itself.
Answer by Piflik · May 11, 2012 at 05:58 PM
You can try not selecting the bones of your face rig when you export.
But this is not really an Unity question rather one dependent on your modeling/animation app.
added an additional comment. I know I can export them like this without much difficulty, i'm really just concerned with whether this will cause a problem when we blend facial animation onto it.
Possibly. I also don't think that Unity allows blending between rigs with different bone count. What you could try is to delete the keyframes for the facial rig. You export the mesh with the body animation only and then again for the facial animation only, keeping the rig itself complete.
(Personally I would simply add all animations in one file and use Split Animations on import, though)
Your answer
Follow this Question
Related Questions
unity export question ( character with biped back to 3ds max 0 Answers
Problem to export biped model with extra bones 1 Answer
export animation problem 0 Answers
MAX To FBX Without Unity Project Data Loss 0 Answers
Blender 2.78 Bendy bones Animation 1 Answer