Required Human Bone "Head" not found

I imported a blender character for Unity, and when I go to change the animation type from Generic to Humanoid, this error appears:

HowHow do I solve this?

Character:
alt text

Hi there,

As i encountered the exact same problem I would appreciate a repsonse if you were able to solve your Problem. My already working characters can’t be imported because of this error. In my case it is not possible to configure the avatar after the failed import. The Avatar-Scene won’t load and when i select the avatar, the Configure-Button is not there…

I’m not a blender user, but I might be able to help. All bones have a ‘end node’ on them in other 3D packages. This end node is usually invisible and is included in a rig, even without fussing over them.
If you created this bone system from scratch is it possible you deleted the end node, or didn’t include it in the export of the rig, into Unity?

Or possibly in Unity the neck bone is being assigned as the second spine bone and the head bone is being assigned to the neck bone - so Unity is not seeing a head bone. You can assign the bones to the proper slots under the rig inspector, under configure - I think.

Just assign the neck and head to the proper slots and leave the second spine slot blank.

I found this tutorial Blender 2.82 - Rigify to Unity Tutorial - How to Export a Rigify Character and Import it into Unity - YouTube which uses this Blender addon GitHub - AlexLemminG/Rigify-To-Unity: Converts Rigify rig to Humanoid compatible

Basically a python script that removes all unnecessary bones from the Rigify-generated rig for you so it’s compatible with Unity Humanoid.

I had a similar problem with a humanoid model imported from Blender.

In my case, the RightUpperArm was missing even though the all bones had symmetrical names and existed in the proper hierarchy. The cause was not the name or transform of the bone, but the lack of the correct vertex weight associated with the bone.

It was solved by fixing the bone name and vertex group name to match in Blender.

(For someone who might encounter the same issue in the future…)