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Question by dfernand · Jun 28, 2020 at 02:37 PM · rigging

Unity Animation Rigging or Final IK or BOTH ???

I'm designing a game that requires rigs to be manipulated programmatically in real time but I also would like some easy parameters type settings that you would get in the Inspector to manipulated the rig also (maybe putting constraints etc etc).

I'm only just skimmed over the two main tools that I believe that are suited for this i.e. Final IK and Unity's own Animation Rigging package introduced in late 2019. Now I know that Unitys' Animation Rigging is still not in a 'production state' as of Summer 2020 but could anyone highlight the pros and cons of using each one and tell me if they can somehow be used 'together' for say the same rig to leverage the benefits of both tools (or would this not be feasible ?).

Thanks in advance.

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avatar image Ava42 · Sep 24, 2020 at 08:34 PM 0
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hi! im now on the same issue. What did you choose @dfernand ?

avatar image umut91c · Oct 18, 2020 at 12:21 PM 0
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$$anonymous$$e too, answer would be cool

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Answer by giantkilleroverunity3d · May 04, 2021 at 04:28 PM

@dfernand , @Ava42, @umut91c First I am on both Unity forums pursuing this issue. I have tried both on imported FBXs, bought, free and Blendered. FinalIk has the constraints in the biped model where Unity's Animrig has them in a root child. I have different failures in both assets. The mantra is pushing towards performance using animations. I just want to use IK to pose with no motion. I have not looked at the FinalIK anims in the animator timeline. In attempting to use UAnimrig I can sometimes move the target and the rig follows. Other times not. This is my final battlefield for completion. I see other devs that have anims that work really well but these come from Autodesk or Blender. Every day is new ground but this day is different. All the IK assets are now under fire due to Unity's release. UAnimrig has problems with FBX imports. Their demos are all gameobject hierarchies in the scene inspector. They all work. When attempting to use FBXs one runs into problems. FBXs or imports can be more complex and maybe Unity doesnt handle that extra data well. There are FBX differences across the the different Autodesk version. This is where the import nightmare starts and the editor or runtime failures show. Do no be dismayed. I will do that for you as I have seen others on this same path make holes in walls with their fists and foreheads. When pursuing any research remember this: Check the date to see when it was posted. Previous posts are well meaning but they have not seen the current headaches. I am not seeing any Unity techs jumping on the issues at the moment. There is one who posted a link but it doesnt apply to model imports. Why? I believe nobody wants to handle the Autodesk FBX versioning issues. I started with Autodesk version #1 in 1983 in commercial and government work. I believe I have the top dog position on headaches and licensing hostages. Wings or Blender wont touch the FBX problem either. They know there are problems. If any body else can shed a light on my ignorance then fire up the torches. I am all ears. I just spent the last year in Blender to Unity Rigify and have seen where the transforms get whacked. More work there where it should not be necessary. This there be the work flow too. Tool promises made and dev headaches delivered. If things are not working out dont worry and definitely if you are just reading dont make any promises to your leaders. This rigging arena is a mine field. Now if you stay in Unity with building models from a simple GO hierarchy you should be fine and see less headaches. But I am not painting a rosey picture for you. In all the attempts I have seen is where the Ik chain process is not consistent. We are all waiting for a response form Unity. I have not read all the threads here. I am full up on taking any more in and have reached a sub burnout stage in this issues. Once again the caveat is if there is a post, thread or site that has the answers I would be open and will correct and incorrectness in the post.

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