Hello, I’m creating a creature for my game and I am importing a custom rig from Blender into Roblox. Though, unlike most cases where people would be animating the mesh, I’m using inverse kinematics which requires all the points of where bone ends are to calculate. To do this I need an extra bone beyond the ones altering the mesh, aka, leaf bones. Though when I imported my model from Blender with the leaf bone option set to true, it imported only the bones that affected the mesh. I tried again but instead, manually making the leaf bone, yet the results were the same. I’m unsure why I’m unable to import the leaf bone though I do have one theory.
Theory
Roblox automatically gets rid of any bones that don’t affect the mesh since it would be tedious for animators and beginners, or they aren’t able to import models with bones that don’t affect the mesh. If this is true, roblox should consider changing it so that bones can still be used even if it doesn’t affect the mesh.
I was able to find a temporary solution to my problem though, just adding a bone through studio instead of blender, but I have the feeling that this may be tedious to someone using a bigger rig with many open ends. (a detailed human rig could contain 21 - 26 open ends)
Could someone show me how to fix this and explain why this is happening?