I am using Maya 2016 and I need some help, please. I am trying to create a dynamic ik chain. I know I can do this with spline ik, however, I need to create a ik bone chain that is dynamic, because Unity does not support spline ik animation.
solution 1 -
I can create a spline ik and transfer the animation to the newly created ik bone chain. I dont know how to transfer the animation, if possible. So I would need some advise here....Please advise.
solution 2 -
Create ik bone chain and make it dynamic using a method I do not know of...I need help on how to do this. Please advise.
I also know it can be done with hair, but once again, Unity only supports ik bones. How should I do this? Please help me out, Im losing hair trying to think how to do this..... So far, there are no rigging plugins that will do this either (checked creative crash already.)
Hi,
i am making these animations with ikSplineHandle. You can make nurbs curve dynamic, then cache nHair setup you have made and at last when your cache is fixing your result so you can scrub through the timeline, you can select each joint in the ikSplineHandle chain and send it to Edit->Keys->Bake simulation.
You need translation and trotation just for the first(root) joint in the chain, for the rest just rotations. But first time bake the translation and rotation at once for each joint in the chain, then you can get rid of all unneccessary animation curves.
At last: do not forget to have your joint chain in the root of hierarchy. Do not group it and offset it with any group. Then you would offset the animation in the unity engine. But it all of course depends on your needs ...
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