Issue with animation - Mesh / Rig disconnect

Hi,

I’m following a course on creating a vTuber model and I’m coming close to the end of the course where I need to create a VRM model, set up shaders, rig, animation then finally, VSeeFace. All is well except in the course video the teacher applies an animation to test the rig. As I follow along and click Play, I see some parts of the mesh are disconnected. See below:

Animation fail

I go to the original file, FBX one, and in the Inspector Panel, I click on Rig then Configure. Based on the test I saw the hands and head disconnect, so I found the corresponding bone and moved it and saw the hand and head disconnect. I don’t know why this is when in Blender moving that same bone works fine.

In Blender, the hand (gloves) and head are separate from the mesh. The reason why the head is separate from the mesh is because that’s what the teacher did in the tutorial. I don’t know why and it wasn’t explained. He separated the mesh and applied Shape Keys. For the gloves, I removed the hand within as it wasn’t needed, so only the glove shows, and the arm which is part of the main body stops at the wrist of the glove.

Apologies in advance if this is a Blender issue rather than a Unity one, but I’m lost on what to do!

I believe to have fixed the head disconnecting from the mesh/rig but I don’t know for sure. The animation shown is a preset made for another model. Does it matter whether the animation can be used on custom models? I thought the animation would be applied to the rig and it works without the need to adjust.

After submitting the OP, I went into Blender and messed around. In the end, I re-created the rig. With the head part fixed the gloves were the next issue to resolve, and I’m still lost on why it’s not moving with the arm.


Test

Apart from the disconnected glove I also noticed random mesh coming away from the head area. Again, I don’t understand why when in Blender that’s not the case and the appropriate areas have weight applied.

What is the Avatar type you selected after importing FBX? Generic or Humanoid?

Humanoid.

I managed to fix it in the end. There’s me thinking I linked the mesh to the bones but turned out I missed it or the auto weight didn’t go as planned. Lesson learned to double-check all the bones and weight.

My next issue is the high heels. I’ve applied some animation presets from Mixamo and the foot work is going wonky. Any ideas? Thanks.