Unity and Character Bone / Constraints

I am new to Unity and am looking for a definitive answer to a few questions. My first game will involve a single 3D character created in Blender. The character will have joints and contraints applied.

I’m wondering:

  1. Once my blender character is imported into Unity will it respect all joints and constraints established by Blender? Or are constraints for each joint ignored and i must implement my own routines within Unity?

  2. Within Blender if i were to set the names of the bone parts of the character body (ie. hand, forearm), can i control these parts programatically within Unity?

  3. Does Unity support Inverse Kinematics?

Thanks.

The only thing comes over is bind poses and animations. All constraints, including IK have to be built within Unity. You can then control the position, rotation, scale, weighting to vertices, turning animated chains off and on or blending them all programmatically in Unity. On IK…This is tough because Unity is a left handed coordinate system and most 3D apps are right handed. For example all my joints come in from C4D with the z-axis pointed backwards. Flipping them in C4D to come out correct in Unity throws an illegal quaternion error.Go figure. Trying to implement IK equations while inverting the LookAt became a little too much and I reverted to animation blending. I understand they have the engineers from HumanIK working for Unity now. All I want is a simple two joint IK with pole vector constraint that reacts to any coordinate system you slap it on. That would solve thousands of people’s problems here. I even offered cash for a pole vector addition to a two joint IK script and not one of the self advertised awesome scripters in the commercial work section took a small bite even. The one’s I pm’ed did not reply. Positional constraints are handled easily/easy to code in Unity. Spring constraints are a little tougher as the docs on the PhysX SpringHinge (or whatever it is called…manual not open) are fuzzy and you have to play with the numbers to get the magick hit for your set up and the size of your set up for return speed and bounciness etc…

HTH
BTH

1 Like