I am making a humanoid armature that uses IK for the arms and legs. The idea is to pose the IKs and key frame them into a master animation (One per action, idle, walk, run etc.). Once done, we’ll then Pose > Animation > Bake Action with the following settings… ‘Only Selected Bones’, and ‘Visual Keying’. After that, I mute all the bone constraints so it imports into Unity correctly (I made a script to do this all at one- but otherwise follows the same manual method).
This way, the master animation remains unaffected, and a new one is created. Additionally it leaves the constraints intact for the next action. Repeat process for next animation.
The issue I am having is when these are imported into Unity, things do not look correct. For example, when you kick your leg behind you when running, it is slightly lower than it is in Blender. I did switch Unity’s Rig Animation Type to legacy, and the animation is exactly the same as it is in Blender- however legacy is old and I need to move it to Humanoid/Generic, which is where the issues rest.
From my understanding, Legacy reads Blender exactly as is, but Humanoid/Generic does some retargetting work, which returns the wrong motions- citing an issue with the IK bake. [Citation needed]
I can confirm the following;
• Transforms are set correctly
• Switched between all the Blender bake options, including Overwrite Action, and Clear Constraints
• Removed the additional constraints aside from the Iks
[Ive tried to upload the file- but keeps getting stuck at 9%]