Ik/fk rig not getting properly identified

So i have a human rig I am doing my animations with problem is unity is placing hand in the forearm position which then also messes up the hands so i have to go manually correct everytime i import a animation.is there a way to use a corrected animation to correct the new imported ones?

Your import process might be the issue. Make sure you are only selecting the bones and mesh objects while exporting. Not any control points, dummies, helpers, solvers, manipulators or anything else.

Better to find the problem causing the issue in the 3D package instead of trying to solve in Unity. The problem still remains if the issue is fixed in Unity, after the fact.

Do you have end effectors at the end of the IK chains on the arms? End effectors are the end of the bone chain, even though they are not used to animate the bones, they represent the end of the bone chain. There should be one after the last bone in the arm bone chain. If the hand bone is the last point in the chain this might be why the export is transposing the hands to the forearms, because the hand bone is representing the end effector instead of properly being set as the hand bone with a end effector at the end of the chain.

Hope this helps solve the issue with the rig so importing doesn’t have to be tweaked to work.

Hi theAnimator well figured out in mapping how to save the setting so that helps. But you are right correcting it before unity would be better. I am using blender and just importing the rig as is so yes ik/fk etc. Are you familiar with blender I was not aware you could choose what bones to export?

I am not familiar with blender - luckily blender artists and Max artists and Maya artists can communicate with each other because the techniques for animations are still the same, even though all have different names for everything.
Example Animation Rig in Maya and Max = Armature in blender.
I am unfamiliar with the proper export process from blender, but other artists have given advice on here recently how best to import animated characters from blender into Unity.

Ok thx i will do a search tried just export mesh and armiture and it was a mess.Armiture alone was no better.