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Question Blender FBX extra root bone

Discussion in 'Animation' started by dgoyette, Jul 8, 2020.

  1. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,214
    I was wondering if anyone had a way of dealing with the way Blender adds one extra root bone at the root of an armature. This prevents me from mimicking the bone names that, for example, Mixamo uses on its generic animations. I haven't found any way to get rid of that bone. Search for this issue hows people complaining about this while working in Unreal, resulting in Unreal getting rid of that extra bone. But I don't see a workaround for Unity.

    Does anyone use Mixamo Generic animations for models exported from Blender? Any way to deal with that extra root bone?