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What is IK rigging's dirty secret? Unity animrig, FastIK, FinalIK.
Caveat: If I am incorrect in any place please let me know. Judge or praise this effort any way you see fit.
First off: I am aiming for posing with slight tween movements. No game or GPU performance issues on my plate.
Most IK assets have you place components inside your model.
Unity's approach is to use a RIG GO parallel to your model so a model can be swapped out or in and one does not have to modify the model.
Your FBX import might be wrong. In my case my model asset does not store the muscle and settings.
This means there are no automatic limits when you use your model.
When you drag that FBX into the hierarchy it loses the FBX connection.
Unpack it completely any way. You are going to have to modify it. A loss if there ever was one.
Its ugly and gets even uglier if you try to stay within Unity's workflow.
How does one get rotational constraints on joints? Buy the FinalIK asset and add the rotational limiters, i.e. type hinge in the add component search box. Bada boom! I did it and it works on a Unity IKchain from the spine1 to the finger 2 tip. I need to have the nose follow the fingertip, or have parts follow numerous selected targets by code.
I now have a statically developed model. Static means the model skin is not replaceable. But now that I have this workflow and answer I have no problem making more. It works with no headaches.
You have to have limit constraints or your model swings wildly when moving the targets.
I just spent 2 weeks playing in Unity's animrig to find what doesnt work in some areas with my FBX model. It was ugly. I asked questions and there were no answers.
You are not alone in your trials or headaches. I have found some very strange operations in my current trail.
I had previously worked in FastIK, FinalIk and a bunch of others only find limitations. I want what I want to satisfy the customer's needs.
I hope this helps.
If you got this far you realize its not a question.
Good luck finding answers if you stay within one asset.