Assigning bones to mesh instead of mesh to bones


When I import a character model via 3rd party plugin I have scene like this:
I need to replace bones from another model. When parenting bones with a mesh via “armature deform with automatic weights” the mesh becomes parent to bones instead of opposite, like this:
and that way exporter plugin does not work because it requires bones (“Root” named object) to be parent to mesh (“at the bottom of the list”).

Easily addressed, although a weird thing for your exporter to expect. Select mesh, alt -p. Check the modifiers to make sure it still has an armature modifier referencing the armature (if not, recreate it.) Select mesh in 3D viewport, shift select armature, ctrl -p → object.

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Thanks, that worked.