I have trouble rigging my weapon. I have a shotgun model with a skin modifier that has two bones: one dummy object that moves the vertices of the charging handle part of the mesh, and one root bone that doesn’T control any vertices.
Both the dummy bone and the mesh itself have the root bone as their parent.
Inside Max the animation (the dummy, and therefore the charging handle, rocks back and forth) looks good.
However, when I export the model to FBX and use it in Unity, there seems to be something wrong, maybe with the hierarchy. In any case, when I play the animation inside Unity the whole mesh is moved.
The hierarchy inside Unity looks like this:
Shotgun (has Animation)
-Root Bone
-Dummy (charging handle bone)
-Shotgun Mesh (with skinned mesh renderer)
How do I set up my model the right way?