Im trying to figure out the process of handling character models made of separated meshes (not much info about it available), Im implementing a solution based on build the character of several game objects, each one with its mesh renderer. I took my model in Blender, exported each body part to a separate fbx: head, torso, legs, etc, but then I found that none of them had the armature and animation info. Seems that my approach is not correct, how can I deal with this problem? Export the whole character, then extract the meshes from the prefab and build new prefabs?
exporting meshes and skeleton from Blender to Unity
How are you creating the component fbx's? (The head, torso, etc). I'm guessing you rigged and animated the whole model, then broke it up into parts?
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Im not the modeller, so I cant say if the artist splitted the model before or after animating it.
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