I am a Maya user who is in a position where I have to use blender to get my job done
When I import the rigged FBX avatar, he imports with “end” bones. Essentially, my eye bones suddenly have new bones coming off of the ends of the regular eye bones and it’s the same with the head. My model apparrently won’t work in my co-worker’s system because of these bones that seem to be only generated when I bring the fbx into blender.
Long story short, the avatar is breaking with his code because these bones exist and I need them not to.
I tried importing with “ignore leaf bones” checked but that did nothing. I also went into edit mode, but I am unable to delete these bones and tutorials online aren’t helping.
Too little information, from what software was the model exported, Maya? How was it exported, what settings were turned on/off for exporting etc. ? I’m not sure how are you not able to delete those bones in edit. It should work in most of the times. Well… given that this model is part of your job I guess you can’t share it here with us, so I don’t know how can we the community help you.
You say you went into edit mode, and couldn’t delete the bones? It really doesn’t make sense. Bones delete easily if you’re actually in edit mode on the armature.
Select the armature object. [TAB] to go into edit mode. Select the bones you don’t want and press [X] and click the confirm menu that pops up, to delete them. Then [TAB] to go back to object mode.