WHen I export an FBX it add Colons and an extranames to the bones naming convention.
In Addition we have discovered Extra Bones that cross across the characters chests and arms.
This is visible in both Blender and and Ultimate Unwrap and iPi Its self
TO Correct this do we ?????
A. Rename the joints Manually or on the rigg?
Or B. Do we delete the extra bones visible like we have.
Now we have fixed it and imported it as an FBX into iPi Again, Where previously we were using the DAE for target character.
Now we have the FBX character with Fixed Bones.
Please see pictures here
(note these 2 have the EXTRA crosbones.in Blender ad iPi Shown.)
http://www.truebones.com/image/image1.jpghttp://www.truebones.com/image/image2.pngAnd this the picture of the Fixed FBX (deleted weird bones) imported into iPI...
http://www.truebones.com/image/image3.jpgDont get me wrong, iPi Does a great job of putting animation the imported target characters.
But are they supposed to have the weird names and these weird bones on export or is this defiantly a bug?