(Warning: This gets into Unity territory as well)
Hello. I generated a rig using Rigify for the first time, and so I may have done some things that I shouldn’t have.
First of all, I was having trouble with the fingers and getting their mesh weighted with the Rigify rig, so I generated a rig without fingers, created my own finger bones, and weight-painted them manually. I set hand.ik.L as the finger bones’ parent and everything was fine in Blender; the fingers followed my character’s hands just fine during animation.
However, once I exported an FBX and put it into Unity, his hands look like this when he walks:
While in Unity, his hands still act just fine while he’s in his “idle” animation/pose, but with any other animation or pose, his fingers (and fingers only) stay in the same place as they would be in his idle pose.
Any help figuring out how to correct this would be appreciated.