I have recently gotten into VR so I am trying to take a ripped player model that I touched up in Blender and put the .blend file into Unity so I can turn it into a player model for a VR game(vrchat).
Long story short, the base model for the body is facing the opposite direction and many bones from blender are not showing up in unity. Thanks for the help!
It may be a lot better on you and us if you renamed your bones. ex. upper_arm.L , upper_arm.R. edit: Also i’m no expert in blender but did you set the transform , rotation , and scale in blender
You’re right, I should be naming them like that, so I’ll do that right now. Also, I do not know what you mean when you say “have I set the transform, ect.” I have changed those things, but I have also not touched the base of the model with any position, scale, or rotation settings since the imported model came so that it all faced the right direction.
Okay, and now everything is parented to the skeleton as well as everything being applied their proper location, rotation, and scale. I have also named the bones properly, but now there are still a few missing bones, the model is inverted in some places, and the legs seemed to be crossed for some reason.
[EDIT]: The entire “body” section of the model is inverted, but the mouth, eyes, ears, and the stick coming out of the tail are not. Also, the eyes and mouth are inset into the body(which is supposed to happen) and in blender are separate parts of the model, just like the ears and the stick, just so those who read this know.
Edit mode select the child bone first the parent bone last control + P keep offset. Is this what you mean? Also here’s a great tutorial on humanoid rigging with ik by Sebastian league
Thanks for helping me with all this, man. I’ll probably just restart the rig since I probably messed up somehere and instead use the video. Thanks again for your help!