Hello,
I have created a rig based off of the p2design effective rigging tutorials. In a chapter about rigging the weapon, the weapon is snapped to either the left or right hand with a property driving the influence of a Copy Transform bone constraint. I used this technique and two constraints to snap a pistol to either the holster or to the hand.
When I exported the animation, the pistol bone stayed in the holster position, even though I keyed the property that drives the influence on the constraint.
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I am using blender 2.82a and Unity 2019.3.9f1
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I am using fake user for the action, no active action on the rig
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I exported the FBX from blender (FBX Units Scale, Deform Bones Only, No Leaf Bones, Bake Animation)
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After importing, I created a humanoid avatar and configured it
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I am also exporting animations as separate FBX files for organizational reasons
This is first time I’ve tried a complex blender rig in Unity, so if anyone with experience integrating Blender in their Unity Game Dev pipeline can help, I would be grateful.