How to give IK arms a skin?

Hallo guys!

I built a setup with two arms based on a IK script and configurable joints and driven by the rayerhydra. It’s similar to this one: http://www.youtube.com/watch?v=88ih9VKiAnI&noredirect=1

I only have used cube game objects so far and now I want to use a rigged arm model from cinema 4d to skin up these arms. What might be the best approach for this? I have no experience with the ragdoll tool but I guess it is for full human bodys only or not? (I also need to have seperated IK-fingers later)

IK stuff is skinned the same way anything else is (using a 3D modelling program, bones … .)

Grab any animated model and you’ll see how it works. In Unity, the bones turn into childed transforms. You can grab any of them, twist and move and pose them, and you’ll see the mesh twist, move and stretch along with you. All the skinning does is allow parts of a single arm mesh to track several transforms (and lets things like elbows average between them.)

The skinned mesh doesn’t care about why they move. Using animation automatically moves the transform bones. Using IK within Unity also moves them, as does a ragdoll using physics. But the skinned mesh thinks: “blah, blah, blah … just tell me the final position and rotation so I can bend the mesh that way.”