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Question Wrong Root Bone in Skinned Mesh Renderers

Discussion in 'Animation' started by Quasm0k, Jul 19, 2023.

  1. Quasm0k

    Quasm0k

    Joined:
    Oct 11, 2019
    Posts:
    10
    Hi there!

    While working on animations of my character I stumbled across a problem: The "Root Bone" transform field on all Skinned Mesh Renderers link to the wrong bone.

    The character is a single FBX consisting of several individual meshes (e.g. a body mesh, a hair mesh, etc.) which are all children of an empty parent called "Mesh".

    The individual Skinned Mesh Renderers should have individual Root Bones, e.g. the Hair mesh should have the head bone of my armature as it's Root Bone. However that's not the case. All Skinned Mesh Renderers assigned the first bone of my armature as the Root Bone which obviously shouldn't happen.

    Is there a way to fix this?

    I already tried the following things:
    - Renaming the Root Bone in my armature
    - Deleting the Root Bone in my armature
    - Removing the empty mesh parent
    - Multiple Export Setups
    None of which fixing the issue.

    Using Blender 3.4 and Unity 2022.3.4f1.
     
  2. pablobandinopla

    pablobandinopla

    Joined:
    Jul 2, 2021
    Posts:
    97
    have you tried playing with this setting?

    upload_2023-7-19_17-45-14.png
     
  3. Quasm0k

    Quasm0k

    Joined:
    Oct 11, 2019
    Posts:
    10
    Hey Pablo. Thanks for your reply!

    I have tried it. Unfortunately it doesn't change anything though.

    To clarify, this isn't about Root Motion. The "Root Bone" field of the Skinned Mesh Renderer and the Root Bone from the hierarchy - while sharing the same name - are two different things.
     

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