I seriously dont get why this is happening

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Ive fixed the rig in blender over and over for around 2-3 hours now, and I seriously cant see what the issue is. To me it looks like its telling me about an error that has already been fixed!

If anyone has any sort for fix that’ll at least make the error go away It would be greatly appreciated.

Find your FBX in Unity. Configure the humanoid rig again.

Next time you’re editing the FBX armature, avoid overwriting the existing FBX in the Unity project - your Unity metadata files will not sync. If needed, use Pumkin’s Avatar Tools to copy the avatar components setup from an older avatar to a newer FBX.

So a little more context, and apologies if im being a bit slow but my project only brings up said error once I import the skeleton into the animator. ive made a whole new project just to make sure and it still brings up that error. im starting to think it is the shape of my rig itself but im not sure. (heres an image just in case)

Again im sure that isnt the problem but just in case some silly thing thats just causing one problem.

Make sure your Neck bone is neck, not neck3 in the avatar humanoid rig definition.

To achieve what you are trying to do, you’ll want to use a mix of a humanoid rig with additional “phantom” bones in part of your rig.

Chest (real) → Neck → Head (these are all the real and humanoid bones that Unity expects and should be positions where a human’s chest, neck, and head should be)

Chest (real) → neck0 → neck1 → neck2 → neck3 → Head(notreal) (these are all the creature bones and should be in positions where your mesh will deform)

Let the Humanoid Rig use the real bones.

Then add rotation constraints to your creature bones and have them constrained to your humanoid rig bones.