I used to use a trick that would prevent Blender to export Armature in the skeletal hierarchy when exporting to FBX. This trick has been lost, unfortunately.
How can I modify FBX exporter to NOT export Armature as root component? (root should be root bone, not Armature with root bone being its first child)
glTF2 exporter is even worse, because it also inserts skinned mesh into hierarchy of the skeleton. Is there a way to NOT do that and have clean skeleton hierarchy in the exported glTF2 file ?
Alright, posting solution for FBX (oldie, but goodie). In \blender-3.4.0\3.4\scripts\addons\io_scene_fbx\export_fbx_bin.py comment out the following lines (starts at around line 2608):
Sorry for the necroposting, but unfortunately the proposed solution doesn’t work (at least with blender 3.6.3), since the “Armature” bone is still exported.
Sadly I can’t embed more than one pic in the post, however same export setting of yours.
It actually works quite good when importing in Unreal, but the Armature bone is still there when imported in Unity.
I’m truly lost
Using the A-Ribeiro CustomBlenderFBXExporter is the best way I found to import / export fbx-files for Unity Animation Type “Humanoid”. Should work up to blender 3.6.4.
Also used the Ribeiro addon, but it doesn’t work anyway (still, only with Unity, Unreal got the right bone hierarchy from the export). I guess that the Unreal importer automatically gets rid of the Armature bone by itself, since the same FBX reimported in Blender still has the Armature, while the one exported from Unreal doesn’t.
Hello, was going mad trying to resolve this, I’ve been using Mixamo, but after editing in blender and re-exporting FBX (to hand adjust vertex bone weights for example) was always getting the extra Armature folder - I have now managed to get around this ;
Unpack your prefab in Unity
Manually modify the folder structure (i.e. move stuff up and out of the unwanted armature folder, then delete unwanted folder)
Re-Connect prefab
Maybe not ideal as you’ll need to do this each time you re-export your FBX, but at least it works!
For any poor lost souls stuck on this problem I just found the solution. Just rename the armature bone to “Armature” in blender. That way unreal will detect that this is not an additional bone when importing and your life might find hapiness again You’re welcome
This looked so promising, but didn’t work for me either, unfortunately. Still an armature node in Unity on export. Blender 4.0. My next step is to give A-Ribeiro’s 4.1 version export thingy a try.
Edit: unfortunately A-Ribeiro’s addon doesn’t seem to work past 4.0, even though it did before.
Edit: it does work in 4.1., confirmed. Very useful.