Shoulder rigging and other support in Unity3?

So I am curios about this procedure.

Right as of now I am thinking of how to go about rigging the shoulder for my model which can be seen here:
My Model so far - Janet Merai 3D Model Rig Test 1 - Clothed by Janet_Merai -- Fur Affinity [dot] net

Its for a Fantasy Survival game and will branch into an RPG later on.

Anyway, my rig is still being worked on and the results are really good so far and there are still areas I need to drastically improve.
What would be the best way or any methods to do shoulder rigs?

I would like to know if there are techniques supported by Unity3 that I can use.

That and for other areas like the pelvis and complex areas, is there a way I can go about it where Unity3 would support it after exporting an FBX file?

3D Studio Max 2011 is the modeling, rigging and texturing software I primarily use with Mudbox 2011.

Unity imports each bone as a separate transform, so there’s little you can do to have your bone structure -not- be supported.

As for shoulder rigging, are you having a specific problem? I connected the top of my spine to my upper arm with just a single bone and weighted it appropriately and I’m not having any issues. I have the arm using IK, but the shoulder is animated by hand.

I see, I know that approach how people use a bone on a biped or an exclusive custom bone structure and use modifiers or other ways.

That and I just wanted to know about my options, limitations or anything which may not be able to go into Unity3 so that I don’t waste time trying to “hunt” for what works.

Janet
are you talking about rigid body physics or just animation of a character ?.. if you are doing strait forward animations… and the shoulder is there you can animate it. With rigid body you can add a rigid body to the shoulder bone and add a character joint. Then have the right arm parent to the right shoulder then the back bone… to be very general .
The hips are an area i am trying to figure out to. I want them to be free to swing and not be the over all root of the rig… still experimenting

One thing you might want to check out is the Blend Weights in the quality settings:
http://unity3d.com/support/documentation/Components/class-QualitySettings.html