I have a character that will be animated and then imported into Unity. My method will involve using Rigify and a separate game rig which will copy the Rigify’s Pose. After animating I will only export the character model and the game Armature but not the Rigify rig. The problem is that whenever it bakes the animation it would badly scale the head. To summarize:
Character Model --skinned to–> game rig --copy transformed constrained to deform bones–> Rigify rig
I’ve experimented baking the actions manually (with visual keying of course) before exporting and is the exact same problem. The only way I could make the game rig get a proper baked animation is when I remove all parenting relations which is a problem because I need the parenting when I import it in Unity.
I experimented again but this time I bake the animation from the rig that has no Parent relations instead of the Rigify rig and it’s still the same problem.
Here the Yellow armature has it’s head strangely stretching. The orange armature is how the baked animation should look like. The legs and arms are a bit off but it’s not that much of a problem.
Bake Action Question.zip (1.2 MB)