IK Handle Manipulation Problems

We are trying to manipulate a joint chain using IK rigging. We are saving out the scene from Maya 2011 as an FBX. When imported into Unity 2.6, I toggle the Bake Animations check-box and leave all other selections the same.

The joints are able to be rotated manually and do influence the associated vertices’s; however, moving the IK handle in the scene does not manipulate the chain.

The reason we are trying for manipulation through the IK handle is because we want real-time manipulation of the chain. Any suggestions on what settings may be needed or alternative approaches to manipulating a set of joints in real-time only making use of engine functionality (ie: no scripting) would be greatly appreciated.

Short answer. You can’t do that. If you want to script it, which I was just thinking about doing with my rig then you have to make a look-at-down-z axis script to the goal, which then has the upper joint look at that joints transform. Then you have to lock the motion to a 2D plane, figure out the best angle for the joint to rotate to and reset the look-at transforms. There is a LocomotionSystem package somewhere in the resources section with scripts for similar…but yer gonna have to learn how to roll your own at some point if you want Maya like control over imported figures.

Thanks for the reply Bluster. I was assuming that’s how it had to be done, I was just hoping for an easier solution prior to writing that script. It’s not terribly difficult, just a step I was hoping to avoid.