[Originally posted over in Animation, but after several days of chirping crickets, I realized this may be a better place to find help.]
I have a simple humanoid figure, which I rigged, imported as Humanoid, threw into a scene, and then added a couple of standard Mecanim animations (idle-shift and wave). It looks fine in the editor:
But when I build for WebGL, scary things happen (see for yourself here):
Wtf?!? And here’s the really weird thing… yes, the eyeballs are a separate submesh, but the helmet is not. The helmet is One with the rest of the head. I am not making this up:
And as far as I can tell, there is little to no difference between how the helmet part of this mesh is bound to the bones, and how the face is bound to the bones (as indicated by the color above). Playing around with the bones in the Unity editor, I can’t find any way to rotate, translate, or scale any of the bones to cause eye and helmet separation as seen in WebGL.
So, how is the scary effect with the helmet seen at all? And why would this effect show up in WebGL but not in the editor?