Hello all!
I’m trying to export an fbx of a character animation loaded in unity with ik chain. The ik chain are calculated runtime in playmode.
Specifically, it’s about a project to reimplement The Sims 2 for Unity, available at this link: GitHub - LazyDuchess/OpenTS2: Open source re-implementation of The Sims 2 in Unity. The “SimAnimationTestScript” correctly loads the sim animation. I export the FBX with model and animation with unityfbxexporter, but when I import the FBX into Blender using BetterFBXImporter, I lose the connections between the bones and the IK. Is there a Unity script to run in play mode that allows me to dump the IK chains frame by frame, updating the connected bones? This way, I can then export the FBX as a normal animation without IK. I’m not familiar with C#. Thanks.