Blender specific skeleton extra root bone fix only works if root object is named "armature"

I don’t know if you can classify this as a bug, because naming a rig in Blender “armature” (caps or not doesn’t matter) and exporting it actually removes the extra root bone, however it is very impractical because only specifically “armature” works. I was kind of expecting this fix to impact all Blender rigs because they all use an Armature modifier with the default name of Armature, but it seems like you need to rename the actual rig object instead.

This means that if you’ve got several characters you’ll have to rename your rigs all of the time which is a bit of a pain. It would be better if the Blender specific fix could kick in when “armature” is found as a prefix, so you could have several characters with rigs named like “armature_mannequin” or “armature_robot” for example.

Until this is fixed you can do something like this in an export script.

character = bpy.context.selected_objects[0]

for modifier in character.modifiers:
if modifier.type == “ARMATURE”:
rig = character.modifiers[‘Armature’].object
rig_name = rig.name

(do stuff here)
for modifier in character.modifiers:
if modifier.type == “ARMATURE”:
bpy.ops.object.select_pattern(pattern=rig_name)
bpy.context.selected_objects[0].name = “armature”

(after export)
bpy.context.selected_objects[0].name = rig_name

Create a post about this last year : Prevent Blender FBX Exporter adding extra root bone
Provided the FBX exporter is still similar, the fix should still work.

Yes, but it doesn’t have anything to do with the fix at the UE4 side.