I have constraints on my bones to track them to point to other objects on the model (a construction excavator, for example). When I import my exported .fbx file into Unity, the bones no longer have the same properties they had with their bone constraints in Blender: the TrackTo constraints are gone, and the LimitRotation constraints are gone, etc.
Is there a way to import a Blender model with armature/bones and bone constraints?
Thanks for the reply, @Pengocat . So I would have to find a way in Unity to create the constraints in a similar behavior to how they behave in Blender? You’re saying there’s nothing in the .blend file itself that tells Unity about the constraints?
Yup…anything you want the constraints to do will have to be done as part of the animation curves themselves. For example, you could use an IK bone to help position your arms, and as you set curve keyframes of those positions the IK constraint will no longer matter. But if you expect in Unity to directly position the IK bone and have the others follow, it won’t work like that, though there are solutions, including Unity’s limited IK system and FinalIK on the asset store.
If you are talking about other constraints then it will depend on what you are doing…but if you can use the constraints to help you position bones and then can set keyframes, then it should just work fine. But there is no way I know of to get bone constraints into Unity from Blender.