So the title basically, I'm trying to rig a psx-model based character (the blocky ones with separated limbs
), but I'm having some problems with the rig. So, first, once I got the armature ready, I was parenting it with the mesh via CTRL+P ---> Bone
, and everything worked fine INSIDE Blender. However, when I imported the model to Unity, the rig was a mess. I was not able to rotate limbs, since every single one rotate in their own axis. Also, all parts were still...separated (ironic.jpg
I saw some videos were they used CTRL+P --->Armature Deform, Automatic Weights
, but this does not get the effect of "separated" parts, as Bone do.
So...is there any recommendation on what could I do? Something I could look to e x p a n d
my weak knowledge?
I'll leave some images down below:Inside Blender, with Bone as parenting modeInside of Unity, failing, as me taking decisions: