Let’s say I want to retarget the standard unity third person character to my own rigged mesh. If my rig consist of arms with FK/IK switches, and reverse foot joints, would that translate over? Or should my rig only be equivalent to the one I am swapping out with – be it an FK or IK solution?
The only thing to worry about is the bones.
The control mechanisms do not matter. The only thing that matters in Unity is that the hierarchy conform to the humanoid rig - in Unity.
Differences between rigs outside of Unity do not matter as long as they conform to humanoid rig requirements - one can be mapped to work with the other = retargeting animations from one onto the other.
Animations to be retargeted will need to have the same avatar definition as the character they are being retargetted onto.
I had just realized that when I brought the Unity standard character into Maya and saw that it had bones only, but no controls. Suddenly it clicked that, unless I want to do controls for my own purposes in the future, if my only goal is to retarget my model with another preset character controller/animator, I don’t need anything but a skeleton.
About the last sentence, that just means swapping out the avatar in the Animation Controller script, right? And that the avatar needs to be defined as humanoid?
It is in the inspector setup under the rig tab (i believe) - away from computer so I cant check.
Copy from other avatar? and you will select the avatar created for the character.