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Question by INKnightStudio · May 23, 2017 at 01:58 AM · animationrigskeletonhead

Required Human Bone "Head" not found

I imported a blender character for Unity, and when I go to change the animation type from Generic to Humanoid, this error appears:

HowHow do I solve this?

Character: alt text

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Answer by OIdamoh · May 29, 2017 at 02:35 PM

Hi there,

As i encountered the exact same problem I would appreciate a repsonse if you were able to solve your Problem. My already working characters can't be imported because of this error. In my case it is not possible to configure the avatar after the failed import. The Avatar-Scene won't load and when i select the avatar, the Configure-Button is not there...

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Answer by theANMATOR2b · May 23, 2017 at 02:57 AM

I'm not a blender user, but I might be able to help. All bones have a 'end node' on them in other 3D packages. This end node is usually invisible and is included in a rig, even without fussing over them. If you created this bone system from scratch is it possible you deleted the end node, or didn't include it in the export of the rig, into Unity?

Or possibly in Unity the neck bone is being assigned as the second spine bone and the head bone is being assigned to the neck bone - so Unity is not seeing a head bone. You can assign the bones to the proper slots under the rig inspector, under configure - I think.

Just assign the neck and head to the proper slots and leave the second spine slot blank.

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Answer by huayanpro · May 26, 2020 at 10:47 AM

I found this tutorial https://www.youtube.com/watch?v=vrN9duEoA6g which uses this Blender addon https://github.com/AlexLemminG/Rigify-To-Unity

Basically a python script that removes all unnecessary bones from the Rigify-generated rig for you so it's compatible with Unity Humanoid.

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Answer by Ronsu900 · Oct 29, 2020 at 12:21 PM

I had a similar problem with a humanoid model imported from Blender.

In my case, the RightUpperArm was missing even though the all bones had symmetrical names and existed in the proper hierarchy. The cause was not the name or transform of the bone, but the lack of the correct vertex weight associated with the bone.

It was solved by fixing the bone name and vertex group name to match in Blender.

(For someone who might encounter the same issue in the future...)

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