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Can't use IK when exporting to Blender FBX

Posted By gamedev1moveminds 2 Months Ago
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gamedev1moveminds
gamedev1moveminds
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Hello! The armature/skeleton that gets exported using the FBX option for Blender (same with the Unity option) can't really be used for animations inside Blender as it seems impossible to use Inverse Kinematics (I've tried for 2 days). Apparently it's related to how the bones are connected in the extremities.
Any solutions?

Thank you!

4u2ges
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4u2ges
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You can still use FK with rotations. Right?
But the IK constraints are not exported, though you can easily set it up.
Pick the Hand bone for instance in Pose mode. Then in Bone constraints tab add Inverse Kinematics. Increase Chain Length to 4 and you are all set for the hand.


https://forum.reallusion.com/uploads/images/42e88be6-45a3-4b57-822a-f6a7.jpg


It might take a little more effort to setup pelvic.




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2 Months Ago by 4u2ges
gamedev1moveminds
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Thank you so much! You saved me tons of time. Just seeing that it was possible made me remember that I actually didn't know how to set up the IK correctly inside Blender.
4u2ges
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Glad it helped.






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