I’m using a character created in makehuman, and the automated avatar creation from the armature isn’t working optimally.
The “Shoulder” slots are mapped to the clavicle bones. The rig has both clavicle and deltoid before the upper arm, it seems like unity only supports one bone between arm and spine, am i wrong? If so i’d like that one to be the deltoid bone, rather than clavicle. but it’d be ideal to have both
The eye bones don’t map at all, those slots are just left blank
on each hand:
index finger is mapped to thumb
middle is mapped to index
thumb is mapped to middle
pinky is mapped to ring
ring is mapped to pinky.
The hands are seeeeriously screwed up.
The bone names look pretty fine too, i don’t know why unity can’t figure this out:
Anyways, i can fix all of this stuff with manual configuration of the avatar, but i sure as heck don’t want to redo this every time i reimport stuff. And as mentioned in my other thread, Copy from Other Avatar doesn’t seem to be working
I think it would be prudent to rename all the bones on the armature within blender, so that it will import correctly without configuration in unity.
Can someone tell me exactly how to do this, what bone names will reliably work, etc?
also, what happens to keyframe data in unity for bones that aren’t mapped to avatar slots? are they just ignored and fixed at 1,0,0,0 ?



