I’ve been working with a model exported from Unity and come across this problem where the eyeballs (and some accessories) of my characters get left behind after I parent a t-pose character to a Mixamo animated rig.
This is just a Blender problem (everything works same when i export to glb/babylon). Anyone have a Blender tip? Sound like a familiar problem to anyone?
Here’s a screensnap - guy leaves his sunglasses and sash behind when he starts to tip-toe. To parent the mesh to rig, i did: select mesh, then select armature, then control-p, then select armature deform with automatic weights.
If the eyes are indeed from your image texture, it’s possible because your texture isn’t exporting with your model because of one key element:
You don’t have a UV node attached to your Image Texture node to indicate to the exporter which UV to use for your texture. If an Image Texture doesn’t have one on export, the image isn’t exported with the glTF / GLB model.
Apologies, could. have been more clear. By “eyes” i meant the sunglasses - (in other characters im animating in the same way, they are actually eyes), but the problem is: these parts of the mesh being left behind, while the rest of the character animates.
First try to select the MESHES (body, sunglass, oval thing) holding doen the shift KEY, the Shift select the Armature.
If it were me, just joining those two meshes to the body would be the preferred solution. This is both because you are unlikely to have the character take their glasses off, and the first way also requires that all three meshes have the same origin.
@bigrig I second @JCPalmer’s suggestion. I’d try actually making the accessories a part of the mesh and see if that desired outcome works for you. The individual pieces can be combined with the human mesh without the pieces needing to be seamed up to it. In other words they can still be free-floating, but just included geometry under the original mesh.
I suspect the issue has to do with skinning? That those pieces aren’t skinned to the rig and therefore ignoring any animation? Just a hunch.
Got help from a Blender pro on Upwork. He suggested i buy a plugin called AutoRig-Pro, which I did, and it fixed the issue with the click of a button. “Bind” was that button. Not exactly sure what it did under the hood (since it seemed to me that all of the meshes were already attached to each other… but go figure)