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Is UMotion's IK calculated during Unity's Internal Animation Update? Or, does UMotion IK get calculated at a later point?

If not, can I call on UMotion's IK pass, so that I can ensure some realtime joint motion happens before the UMotion IK is applied?

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Hi Jonathan,
thanks for your support request.

UMotion bakes IK (and all the other constraints) into the final animation (like Blender or Maya do it). That ensures that there is no run time CPU overhead.

You will need to combine the animation clip created in UMotion with a run time IK solution (e.g. Mecanim IK or a runtime IK solution from the Asset Store) to achieve what you're trying to do.

Please let me know if you have any further questions.

Best regards,
commented by
Thanks for the fast response.

An animator and I did work this out, but we needed confirmation for the boss.

Much appreciated.

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