Aim constraint issues

So for whatever reason, and this ONLY happens in the model rigging, outside of model rigging it works as intended. Whenever i put my object with an aim constraint into my models rigging, it doesnt follow it as intended. I do have screenshots to provide as an example. What i need it to do is to follow the constraint while the z axis is locked. Instead, what it does is it follows it while the object is rotated. Another way to put it, it looks like a helicopter blade spinning. At times the object will be upside down while held. The offsets and rest are at zero as well. This does the same thing no matter what object or model

Any ideas?

External model files, such as FBX files, might contain animation information. When you apply an animator to these models, Unity defaults their animation controller to ignore IK passes. This is to preserve the animation data that may be part of the external file.

When you add an animator to a generic gameobject, there is no risk of overwriting default animations. So when you add the animation controller to these, they default to enable IK passes.

So to fix your external models, do this:

  1. Select the object that has the Animator on it
  2. Select the assigned Animation Controller for this object
  3. Open this Animation Controller (double click) so that you are looking at the Animation Window
  4. In the top left corner of this window is a set of information regarding Animation Layers. For these layers, click the Gear Icon.
  5. Make sure that IK Pass is enabled/checked.

This forces the Animator to call the IK Rig Animators so that they can add their information to what the Animator Controller just completed. It is worth noting that Two Bone Constraints have a different workflow and will work without this IK Pass enabled. Most other IK constraints require this checkbox to be active.

I can’t count the number of times I’ve fixed a Unity ‘bug’ by digging around and finding a hidden checkbox somewhere. This is a product of large development teams working on a complicated software - sometimes these settings are just hard to find.