- Home /
Where do I have to set up the rigs and IK?
I'm making a model in 3DS Max and I'm wondering where I have to set up the bones & IK.
Can I do it in 3DS Max, or does it always have to be through Unity? Does Unity support 3DS Max's bone system and IK?
Answer by Baste · Aug 23, 2015 at 10:04 PM
Unity only supports IK for Humanoid rigs. You can see how to set them up here. So you get IK by default if the rig has the right bone stucture. You can see how to work with IK in Unity here.
The IK setup from your program is not imported as-is, though, and non-humanoid characters are not supported.
There are third-party options for doing non-humanoid, though. We've been working with FinalIK, which is great, but if you're a hobby developer you probably don't want to pay for plugins. In that case you'll have to search through the store - I know that there's some free IK solutions out there, but I haven't tried any.
And if somebody can find third party option that can import the IK setup from Blender or Max or any other program, I'd be really interested to know about it.
Hi there, thanks for your response. It's for a humanoid, yes. So if I understand well, I shouldn't do ANY of the animations in 3DS $$anonymous$$ax and stick to Unity and $$anonymous$$ecanim for anything related to animations and I$$anonymous$$?
In case I feel like buying Final I$$anonymous$$ at some point, is it easy to switch from Unity's I$$anonymous$$ system to Final I$$anonymous$$'s?
Nonono, you can animate all you want in 3DS $$anonymous$$ax. You just don't get an I$$anonymous$$ setup over.
$$anonymous$$echanim is just for setting up animations to play when you want them to, and transitioning between them. You don't actually make animations inside of Unity.
Your answer
Follow this Question
Related Questions
problems importing bone based vertex animation 3 Answers
@animation Import Issue 0 Answers
Can I make animations snap to a frame? 1 Answer
How to play character animation after bone deparent? 2 Answers
Vertex based animations in Unity 2 Answers