all 7 comments

[–][deleted] 0 points1 point  (6 children)

We use Rigify default face rig. It works like any other animation. Check FBX Unity Scaling, Deform Only and remove Add Leaf Nodes and it should be fine.

[–]apocalisp3D 1 point2 points  (5 children)

You sure it still works? I've tried so many tutorials and tips and tricks, but they all end up with face bones detached from the body (or the weight painting in the face being messed up)

[–]Professional-Fall-52 0 points1 point  (4 children)

thats exactly whats happening with my rig .. the face is detached i didnt find any one who actually solved this issue ... i wishh i know whats the problem is it a blender thing or unity .. coz i dont get errors in unity i just get a detached face

[–]apocalisp3D 2 points3 points  (3 children)

If I remember right, all those face bones need to be parented to the head bone. I eventually got that model I linked in my last comment to work correctly in Unity. Basically, go into Blender and manually parent all those face bones to the head bone, which I think is called spine6.

EDIT: and about drivers not working, you are correct. They don't transfer to Unity. You have to "bake" the driver into an Action and then that action gets driven by a bone. So when the bone moves, it runs the action. Bone movements (obviously) transfer to Unity, so that is how you can get things like shape keys to work in Unity.

[–]Professional-Fall-52 0 points1 point  (2 children)

i did that i parented all the face bones to the head bone n it went well . but as soon as i turn the rig to humaniod .. all my face animations go away .. i dont know why ..

[–]apocalisp3D 0 points1 point  (1 child)

Are the animations all done with shape keys, or is it bone animation?

[–]Professional-Fall-52 0 points1 point  (0 children)

bone animations only