Is the only way to combine Inverse Kinematics with non-humanoid animations (“Generic Animations” in Mecanim terms, which don’t use the avatar system) to blend the transforms in script, without using the humanoid/IK API support? Can I still use OnAnimatorIK?
At the moment, there is no support for that. Theoretically you can do it on your own using scripts. There is also a bunch of developers who created scripts for that, e.g. in the Asset Store.
chrismarch:Hi there, If you add Script to object that has Animator component, but is set as Generic type in import settings, I think OnAnimatorIK method won’t fire, no matter if you set layer of that particular Animator Graph to “IK Layer” mode, it won’t be called if rig is Generic.
The moment you change import mode to Humanoid it gets called. And I think mostly it’s supposed to be used for setting animator.SetIKRotation, and animator.SetIKPosition etc. that are related to predefined humanoid of mecanim.
But if your rig is “Generic” type, I don’t think nothing prevents using LateUpdate?
I think I’ve seen a couple tutorials where they made custom trig math based IK solver that run in LateUpdate. I think Unity also demoed simple 2 joint IK in one of Unite video, year or two ago.