I’ve been working on an animated model of a dog that will be exported to unity. I have been trying to create a bone that follows the position of a specific vertex on the dog’s collar, so that this bone can be the parent to a model of the dog’s tag.
The vertex that I’m trying to get the bone to follow does not have a weight of 1 to the dog’s neck, but rather has weight distributed between its neck, head, and scapula, which has proven to be very difficult to get a bone to follow.
What I’ve tried:
-I’ve tried directly parenting the bone to the vertex, but since the mesh is already a child of the armature, this resulted in a cyclic dependency error.
-I have created an empty and parented that to the vertex, and this works flawlessly. However, the animation of the empty does not export to unity without manually baking the the empty’s movement for each animation of the dog, which is impractical because I will be creating many animations for the dog and this is a lot of manual work.
-I have tried parenting the bone to the previously mentioned empty, which creates a weird jitter effect since this is really only a loophole around the cyclic dependency and not a solution to it.
-I have tried giving the bone “Child of” constraints, and copying the exact weights that the vertex has for the four bones that its weight is distributed to. This gave good results when the dog wasn’t in extreme positions, but for some reason would become less and less accurate as the dog deviated more from its default pose.
This seemed like such a simple problem at first, but I am stumped and can’t find a solution. I’d appreciate any input!