Hi there
I am trying to set up a basic boned rig in Unity, 3 block nodes with bone weights assigned. I think I have missed a crucial workflow step or two.
- Created mesh
- Created armature (3 bones)
- Parented mesh to armature with generated weight maps and vertex groups
- Bones deform mesh in blender
- Exported armature and mesh as FBX to unity
Once in Unity I set it as a generic rig, with Optimise game objects with expose extra Transforms checked the bones do not appear as they are connected as a hierarchy.
However, when I move transform or rotate the individual bones no deformation of the mesh occurs.
Any help or suggestions would be greatly appreciated
Thank you