Deleted original post as it was quite confusing
The Animation Rigging package seems to be designed to allow modification of animations at run time.
I would like to use it to create animations (including IK constraints) in the editor. Is it possible? If so, is there a tutorial or workflow documentation resource for this?
Hi @Alex_May
We’ve indeed added more authoring capabilities to Animation Rigging in recent versions. The bidirectional baking workflow that is illustrated in the talk you’re referring to is available in Unity version 2020.1+.
Also, we’ve collected all documentation resources for Animation Rigging in this thread:
This includes talks, tutorials and github projects you can look at!
I hope this helps ![]()
Amazing thanks. I was having some trouble with my original pose being corrupted and of course there is no rest pose stored anywhere because no actual “avatar” due to there being no imported FBX asset. But I wrote a script to save the T-pose and that’s helping, plus I think I was just confused about the preview button in the animation window, so that’s also helping now.
How are you finding working with Animation Rigging? I am trying to learn the different ways to use it.
Haven’t been back to it for a bit.