Humanoid animation leaving out head and fingertips after remodeling

Hey, quite new to adjusting animations and run into trouble.
I made a character with makehuman 1.1, imported it to blender as mhx2, made some texture adjustments and then imported it to unity as .fbx. I succesfully created animations and added them to it, it was working correctly.

However, as I wanted to reduce polygon count, I imported the character again from makehuman to blender, reduced polygon count (a lot, by about 80%). After that I tried to animate the character again, but this time it didn’t work completely. The animations were assigned, but the hands and head were not moving at all, just staying in their T-pose position, see screenshot.

I checked the rigging settings, and noticed that this time the fingers were not rigged, so I assigned them manually - no help. Head was rigged the same way as in the working one.
I can’t locate the mistake I’ve made - which I’m almost sure I have done at some point. I didn’t manipulate the bone structure in blender (as far as I know). It might have been some of the import/export settings in makehuman/blender that are different as well, I’m really not sure. Tried to backtrack to find the mistake I made, but with little luck so far… Any ideas?
I know I did apply some armature related modifiers in blender, could this be the reason?

Edit: After some investigation, as a workaround, I opened the file that was working in blender and made a copy of it as .blend and remodel it this way. Not sure if a good way, as I’ve felt fond of fbx import for some reason.

This would be my suggestion, not as a blender artist but as a general rigging/animation guy.

Let us know the outcome.

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The workaround did work. I suppose applying some of the preset modifiers caused the problems, but not sure as I can’t replicate it. I think my question is bit vague to answer properly anyway.

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