Hey,
I am trying to create a model in Unity, which I can animate in Blender, and then also need IK animation support in Unity (for picking up items whose location may not be fixed).
While importing the Makehuman exchange file in Blender, I use the Rigify rig (exported Rigify option while importing), and this also includes facial bones for some face animation. I created some animations in blender using this rig.
Now, when importing in Unity as a generic rig, I have no issues in running the animations created in Blender. But, if I use the humanoid rig:
- by default, it maps mecanim to ORG bones, and all my animations look weird (distorted arms etc.).
- If I replace the ORG bones with DEF bones (and try to follow this manual page: https://docs.unity3d.com/Manual/BlenderAndRigify.html), I get the error that bone parenting is not correct.
- If I simply fix the parenting structure of bones, the animations get distorted in blender.
- If I export makehuman model with a gamerig, then I only get the FK gamerig, and a few shapekeys to do my blender animations. It is very difficult to do some animations without IK.
Is there any solution, other than discarding the Makehuman rig and rigging the model on my own?
Thanks in advance!
Aman