Hmmm, anyone get any further with this? I have a fully working Pichipoy rig done, works fine in generic, but is near impossible to set to Humanoid.
The pics above from Cygon4 do not seem to be from a standard Pichipoy rig, as it has no Hip bone straight off the bat (Well, at least, not an ORG hips!).
The rigs Root bone is between the feet, Followed by Torso then spine.
Arms indeed seem already parented.
Manual exports as a FBX give a green inspector (As Humanoid), but it’s using the wrong bones and no combination lets it see the Neck as a child of the spine… (Pichipoy has 4 spine, 2 neck bones!).
Due to the face rig, it’ll also grab the wrong bone for the Jaw (Unity expects one centered bone at the tongue, Pichipoy “Jaw” bones are dual and follow the jaw line).
Can work around that, rigging the lower teeth as well to a tongue bone but it gets kinda messy.
Then… the FBX exporter raises everything 1"unit" off of the ground.
Setting the exporter to “Selected only”, Deform Bones Only, Z Forward and Y up puts any imported objects exactly 1 unit “up” on Z.
Leaving it default, (-Z Forwards) gives the same, 1m off the floor from ‘Origin’.
This is with the most up to date Blender, and have tried both the current live Unity build, and the 2017 beta.
Origins set, locations applied, scales applied, doesn’t matter, you’re 1m off the ground vs the Blender default imports, with a broken “red inspector” but feet flat to the floor.
Frustrating!