Not sure if this is the right place for this or if it should be somewhere else.
I made and rigged a model in Blender and brought it over into Unity. I’m trying to make it into an UMA race, but I’m running into a problem with the imported model’s skinned mesh renderer. In the editor I can see the Root Bone field is filled with the transform of my armature’s Root bone (this is obviously correct). But when UMA attempts to access it in code, renderer.rootBone is returning a null. I have no idea why this is or how to fix it.
i face the same problem
Sorry for necroing, but I had the same problem and ended up here, so for those who come after, the solution that worked for me is as follows:
The issue was that it was looking for a root bone called ‘Global’, I attempted to override the name that it was looking for but that only caused problems down the line. The fix is to modify the structure of your armature so that instead of there being a Root bone → Hips bone, you instead have a Global Bone → Position bone → Hips bone.
There’s a bit of an explanation in this video.
Don’t forget to redo your T-Pose extracted data, once you’ve updated the armature and rebuilt the slot.