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I rigged and animated a generic character (a monster without arms but with relatively long legs) in Blender, but had problems importing it into Unity. We want to use root animations and this detected incorrectly by Unity. So we wanted to use UMotion to create the animation either directly in Unity or to import the already created animations into Unity without any problems using UMotion.

But now the problem arises that UMotion creates its own rig when I use FBX. or Blend. file in UMotion. But we need the already existing Blender Rig because it was already edited with Weight Painting, has a lot of Control Bones and the IKs are already set etc.

So how is it possible to use the existing rig from Blender in UMotion?

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Hi Sascha,
thank you very much for your support request.

When you create bones and skin them in Blender, they should import fine into Unity. Putting the *.blend file directly into Unity's project folder usually gives the best results. If you have troubles importing Blender models into Unity, you might want to check out Unity's forum related to this topic as I don't have much experience with that.

UMotion works with any model that has been correctly imported into Unity. Unity can't import control rigs correctly as their functionality is always proprietary to the 3D modeling application. But you can setup IK inside UMotion using the IK Setup Wizard. This usually takes just a few mouse clicks. Here is the related video tutorial: UMotion Pro - Inverse Kinematics

Please let me know if you have any follow-up questions.

Best regards,
Peter

commented by
Hello, Peter!

Thank you very much for your quick answer! There was a misunderstanding. Either way the problem is now solved!

Thanks a lot :-)

Greetings from germany,

Sascha

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