I have an biped animation in 3d max wich i exported as an fbx
Imported this into Unity it work in previews, but only when IK is pushed.
Why is that (i don’t have pro so i can’t use IK)
How can i get the correct animation
IK correction for feet stabilization is free, you just need to check foot planting on your animator state.
The reason why you need it because both rig(source biped, destination avatar) doesn’t match exactly.
Mecanim.Dev,
Thank you worked perfectly…