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Question by sepharih · May 11, 2012 at 04:48 PM · fbxexportriggingblendingbiped

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?

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avatar image sepharih · May 11, 2012 at 06:03 PM 0
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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.

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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.

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avatar image sepharih · May 11, 2012 at 06:04 PM 0
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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.

avatar image Piflik · May 11, 2012 at 06:54 PM 0
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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)

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