Updating Skeleton keeps unwanted bones

Hi,

Is there a way to remove old/unwanted bones from a skeleton?

An example I have. I attached a scarf to my character and added 4 scarf bones to the rig. An update to the model removed the scarf and so I exported a new skeletal mesh/rig with the 4 bones also removed. When I update/reimport in unreal, the 4 bones still show up in the hierarchy but greyed out.

Another example is updating bones used for attachments. I export out additional bones for sockets to be applied to (a back_attachment bone) at one point I had to update which bone this attachment bone is parented to. In this case, I reparented it from spine_02 to spine_03 and re exported the new rig. In unreal this attachment bone is still a child of spine_02 in the hierarchy even thought it should be the child of spine_03 now.

Through 3-4 iterations, my skeleton file has become quite messy and hard to understand. Is there a way to cleanly update the skeleton file instead of constantly “merging” in my updates to it?

Any help will be much appreciated :slight_smile:

Asset → Remove Unused Bones From Skeleton

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In my case I had one root bone to many I re import my model and first bone (removed) is stll there but in red and removing unused doesn’t work. what now? because the bone is affecting my character movement

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