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Question by smithdam1 · Apr 16, 2021 at 06:25 PM · animationrigginghumanoidinverse kinematic

getting rig with IK to work with Humanoid RIG

Importing a custom rig from blender with IK bones causes issues for me when setting the rig to humanoid. The hands for instance will end up parented to the IK handle and not the lower arm bone and the hands will not work. Removing the IK and reparenting lets everything work as expected, but I don't want to have to animate without IK. Is there anything I can do to get the bones to parent correctly while keeping IK?

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Answer by smithdam1 · Apr 18, 2021 at 06:07 PM

I found a solution: Basically doing what Rigify in blender does, I duplicated the rig without the IK, named the new bones to signify they're deformation bones and placed a copy transform constraint on each bone to its corresponding Bone. I set the originals(IK set) to not be deform bones and selected only deform bones in fbx export. I can now animate with IK and export a proper rig for Humanoid avatars

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avatar image Headrush95 · May 02 at 06:37 PM 0
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once you have done that, how do you go about the parenting and exporting, because i dont see how exporting 2 armatures could work for one model?

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Answer by dorusoftware · Apr 17, 2021 at 09:53 AM

a few steps to do,

ensure the rig bones are named correctly in blender so unity can detect them automatically,

open the humanoid rig setup editor in unity and check if all bones are assigned correctly, you can reasing them change position, rotate them to fix issues ecc, everithing should be green on all the bones.

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