Diplay bones

after importing a character from an external app, is it possible to display the bones in unity and select them from the scene window instead of the hierarchy window?

thanks,

e1

nop, you gotta create visual helpers (like Primitive meshes) to see them.

They still would not show up.
The hierarchy depth is restricted to a depth of 1 outside the actual scene hierarchy window (and there they show up)

If you need to add something on the model that works when instantiating it and uses the explicit bones, just create a prefab from your fully setup scene object and you can modify and update it as needed.
Alternatively you can search for bones in the hierarchy from script just as well.

Oh they aren’t supposed to be “physical” ?
Strange, all of my imported bones are empty gameobjects, and if I remove them the skinning doesn’t work anymore. I understand these are just reference GOs to let the Transforms exist, but I once tried to create transform arrays only, and didn’t work, Transform cannot be instanciated.

So as long as you need gameobjects for bones, you can put as many inner children as you want, like Primitive.Sphere. That’s how I managed to create visual helpers for my skeletobs to check if they correctly imported.
Then if I wanted to select them, just had to click its sphere and go to hierarchy panel.

But maybe I’m doing something wrong, as Cinema 4D turn everything that’s not a mesh to an empty gameobject…