I have read a few posts on here about successful integration of Joints for IK animation into Unity and was wondering if anyone has had success w/ characters being brough in w/ Joints and IK w/ no problems.
Please reply,
Thanks,
Dbolto
P.S. My problem is that the character keeps the main pose and doesn’t animate the same way that it does in Cinema.
OK, your problem is almost definitley the IK bit. I assume you have IK chains and are animating the .goals etc. using controllers.
The problem for a game engine is that the animation and keyframes are on the controllers and not on the bones themselves where you need FK ie translations and rotations on the actual joints.
What you need to do is transfer the animation information from the IK controllers to the joints (baking) before exporting the Unity, if you used Maya this is an automatic process that is not done by C4D during the conversion to FBX
The only way that I have found that works is to use the cappuccino tool, have a search on these forums for more info on it, I have written a few hints and tips about it.
I have done what u said about the Cappucino and have baked the motions, but for some reason different joints in the model don’t seem to have the correct motion.
Do u think that it is because I have some joints in my character with the same names IE: "joint1 and joint 1. Something like that?