humanoid facial bones - not playing animation

Hello.

My designer made an animation for a humanoid character in Blender. Works nice in Blender, works nice as a “Legacy” in Unity, but when I set the import setting to “Humanoid” and apply the bone mapping (including mapping for the facial bones) it only plays the part that includes body bones and the facial bones just don’t move at all.

Question 1: How do I make the face animation work in Unity for humanoid imported character?

Question 2: Where do I learn how to check if the rigging in Blender were correct for Unity (because as I can guess it’s not enough just to map the bones, but also to have them ordered correctly).

To have humanoid animation be calculated on bones that are not inherently in the humanoid setup you will need to use an avatar mask that allows for the calculation of extra bones.

By default the humanoid setup has only the most essential bones which are only major skeletal movers in the body. You can see your setup and insure that all of your animations match your humanoid setup in the import settings in the inspector. Look under the rig tab.

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Hi. Thanks for an answer. As I said - I have the face bones mapped to the “left eye” and “right eye” in the head mapping in Unity (a humanoid mapping) but they don’t work? Aren’t they suppose to work?

They should. You have opened the tab that has the mapping (the map of the guy representing the humanoid character) and insured that the bones of the skeleton of your character match the appropriate mapping?

Did you look into the avatar mask? How are the animations constructed. Are they on the same file that is the character model (something I don’t recommend) or are they separate files (which I would recommend)?\

Also, are they baked animations?

Can you take a shot of your joint and muscle configuration and include that?