Currently When I export from Blender into an fbx file and then import the fbx into unity the entire armature shows up as single.
I have seen in many tutorial videos skinned and animated models being imported with their separate individual bones being demarcated instead of them being combined into a single armature.
Could someone please help me on how that is done?
Just to explain further, how do I import a rigged character so it ends up in Unity as shown in this video
In that video, the armature is expandable to components such as heel.R heel.L etc.
When I make a model with armature and import it to unity, it shows up as a single armature that CANNOT be further expanded
Hello there someone, any guidance is appreciated. I have even updated my question to more accurately indicate what I am looking for
Ok, I would apologize to all who tried to figure out what my problem was. (which judging from the response to the thread is most likely zero )
I made a VERY SILLY MISTAKE here. I only looked at the project view and didn’t look at the 3d model in hierarchy view. This is where I screwed up BIG TIME.
So if anyone else somewhere in the future by some rare chance happen to have the same problem as me and searching forum find this thread, please look at your hierarchy view and don’t be careless like me
Adding phrase
“Hey where are my bones?” to help future searches
If yall want to down vote me its upto you. It was a honest mistake and I spent the best part of a day minus 8 hrs sleep trying to figure out what was wrong
Up-voted for demonstrating the ability to solve your own problems. It's a surprisingly rare skill around here...
Hello there someone, any guidance is appreciated. I have even updated my question to more accurately indicate what I am looking for
– Mr.T