Uses of baked IK chains?

I’m very new to Unity, though not new to 3D game development, and I’m currently prepping a character model to go into the engine. The animation page mentions baking Inverse Kinematics into the model, which I’ve never done before. The models I’ve brought into other engines just use recorded bone rotations, and the IK chains are only used in the modeling app to create animations. Does this mean that the engine uses the IK set up in-game? Can someone tell me how this can be used in-game?

Also, bonus question… is there an art-only forum? I couldn’t find one.

Unity doesn’t use IK itself, it has to be scripted in by the user. There’s a nice Locomotion resource in the Resources section up top that has some IK in it, but it’s not a default Unity setting or anything.

As for baking IK, it sounds like that’s a Maya-specific necessity. From Blender there’s no need to bake IK, I know that.

The Showcase has a thread for screenshots.

Happy Uniting. :slight_smile: