Hello, we tried animating a character in Max with IK using a weapon to animate the body but when exported to Unity the resulting animation came out in a weird way as if some parts hadn’t been blended. This is a bit of a specialized question I’m not sure what other details will be relevant to help you identify the problem, has anyone done anything similar?
IK is done in unity and not transferable. You either need to bake the animation or redo it in unity(just unity or final IK)
No I’m talking IK workin Max
“IK is done in unity and not transferable.” Read “IK done in Max is not transferable to Unity”
ah is that an fbx limitation or Unity’s?
all of them are at fault. Max and unity can do ik,though each also probably handles ik differently too, so some bones wouldnt act the exact same if it could be transferd. Heck final ik works differntly than unitys solution as far as ive seen(havent tried either yet)
But we know that all animations are a big xml with positions and rotations right? if the IK has been used in Max and baked in the output, who cares how max did the IK? we just need the exported bone system as it’s moving nothing else…