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Resolved Extra bone named "Armature"! How to delete?

Discussion in 'Editor & General Support' started by JerryWeii27, Apr 15, 2020.

  1. JerryWeii27

    JerryWeii27

    Joined:
    Feb 27, 2020
    Posts:
    48
    Emm... So I imported this model from blender. It is rigged and animated. But now, I have a extra bone inside my model when I view it in unity.
    Screen Shot 2020-04-15 at 3.50.07 PM.png
    Look at the yellow bone I've selected.

    How can I remove this bone?
     
  2. JerryWeii27

    JerryWeii27

    Joined:
    Feb 27, 2020
    Posts:
    48
    Ok, so here's how you do it.

    1. Go to blender
    2. Select your armature and go to edit mode.
    3. Select the bones you don't want to export (one at a time).
    4. Go to the bone properties tab.
    5. Uncheck deform.
    6. Go to export.
    7. Under armature tab, check only deform bones.
    8. Done...
    The screenshot is for bone properties tab.
     

    Attached Files:

  3. AnnaAlex

    AnnaAlex

    Joined:
    Jan 14, 2018
    Posts:
    1
    If the non-deform bone has deform children, it will be exported anyways. Won't help.
     
  4. halley

    halley

    Joined:
    Aug 26, 2013
    Posts:
    1,905
    This thread's a couple years old, but you're right, @AnnaAlex.

    It's pretty common for there to be a non-deform at the top of the tree, which just represents the position you started editing an Armature object in Blender, and sets up the relationship between the ground and the pelvis "root" bone.

    Another situation is a non-deform secondary lower arm bone. It's good practice for character animations in Blender, it might even be flagged as a deformation bone with its own vertex group, but it's not an official Mixamo bone so many Mixamo-compatible animations might not have a channel dedicated to twisting that particular bone. You could tear your hair out trying to remove it and still keep a good wrist. Don't bother. It's not worth it.

    If you had 50 NPCs all sporting 3 extra bones you didn't need on a 30 bone rig, that sounds like 10% of your performance. But it's just 10% of your transformation matrix stack, which is a small percentage of your animation math, which is a small percentage of your overall NPC budget, which is a small percentage of your overall Update budget. Have a sense of proportion, and only attack the performance issues which are at the TOP of your Profiler, chewing up your frame time.