Hi everyone,

I've been on this problem for 2 weeks now and I unable to figure it out. I am working on the character for a FPS game. Here is my plan:
1) Slice the character mesh in 2 (head and rest of body) DONE
2) Add the skeleton with animations DONE
3) Bind the "head" sliced mesh with the skeleton DONE
4) PROBLEM > How do I bind the rest of the body (which is a single mesh) with the skeleton so the animations would work?

This is how I handled the head mesh binding with the skeleton. I have create a Physical Bone Head and then attached the head to the its collision - For a little while I thought that adding a skin would solve the problem - but I was wrong.

Please show me where I can get help on this problem because I may be in the position of not knowing how to Google my issue...

Thanks kind people,
Goofy.

    Goofy 1) Slice the character mesh in 2 (head and rest of body) DONE

    Why slice the model?

    @Tomcat Because of camera placement, being an FPS I want to put the camera at eye level (not too in front), but currently it would get stuck inside the head and see the inside of the mesh, so in order to manipulate only the head region, this seemed the most efficient method. I am begging you give me a better way...

      Goofy but currently it would get stuck inside the head and see the inside of the mesh

      For a shooter, you don't usually need the whole body. It's usually just the arms.

      Probably, you can attach the body to the rig, as in your case, but in my opinion it's easier to split the character in Blender and import it with the skeleton already divided — then you can hide different parts.

      Here you can see that the clothes are switched, but you can hide body parts in the same way:

      I think you might have just given me the greatest idea ever. Why did I not just split it directly in Blender... brb going to test this out.

        Goofy I think you might have just given me the greatest idea ever.

        I have a lot more ideas 😊