I'm currently exporting from MH to Unity via Collada.
I would like to add some additional bones for facial animation (mouth, eyebrows, cheeks) similar to what is there now for the eyelids.
I've tried modifying game.rig, adding new locations, bones and vertex weights. I'm computing the vertex weights based on the magnitudes of the displacements in the microdetails targets (in some cases, selecting subsets of those targets) and computing locations by selecting the vertices from the targets that have the maximum displacements.
I'm getting mixed results. Some bones and vertex groups are perfect, others are way off.
I've tried debugging it by exporting to MHX using the game rig and bringing it into Blender. The vertex groups are there, but they're not where I would expect. The bones are in strange places too. I've also tried getting the vertex numbers in Blender and using them to specify the locations for the bones, but even then the results are only correct some of the time and way off the rest of the time.
Am I missing something?