
Motions made with IK do not get exported to FBX and ANIM
I am using Umotion Pro. Motions made using IK, including pinning, play fine in the Clip Editor for the IK rig, but only the FK got exported, whether as new file or update of existing file, whether as FBX or ANIM. That means all the things set with IK in umotion are ignored. I feel I must be missing something. What do I miss?
Answer

Alright, I have figured out I need to key the FK/IK Blend to 1. I did watch your youtube video,
"(2) Editing Existing Animations - UMotion In Practice" again, and at 5:16 FK/IK Blend was automatically keyed after you did the FK to IK Conversion. For some reasons, mine didn't auto key the FK/IK Blend.
Now that the FK/IK Blend is keyed to 1, the IK takes effect in the export. However, now I notice that there's slight feet sliding even though the feet's IK pinning is perfect in Clip Editor. Is it normal? If I turn off "Apply Root Motion" in the Animator when playing the exported animation, the sliding gets even worse. Is it normal? I am attaching a video to show you. It's a character's standing idle animation.

Hi,
thanks for your support request. Exactly, you need to set the FK/IK Blend to 1 and key frame it.
Foot sliding is a common artifact of the humanoid animation system. This is happening due to the animation re-targeting engine of humanoid. One way to mitigate this, is by enabling Unity humanoid's foot IK as a corrective pass. I highly recommend reading this informative blog post about the inner workings of Unity humanoid: https://unity.com/blog/engine-platform/mecanim-humanoids
It explains why this happens and how to reduce the problem.
If you do not need animation re-targeting (i.e. if you do not share the created animation across multiple characters) and you aim for really precise animations, I highly recommend switching from humanoid to generic. Generic is a 1:1, what you see is what you get animation format.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thanks for your support request. Exactly, you need to set the FK/IK Blend to 1 and key frame it.
Foot sliding is a common artifact of the humanoid animation system. This is happening due to the animation re-targeting engine of humanoid. One way to mitigate this, is by enabling Unity humanoid's foot IK as a corrective pass. I highly recommend reading this informative blog post about the inner workings of Unity humanoid: https://unity.com/blog/engine-platform/mecanim-humanoids
It explains why this happens and how to reduce the problem.
If you do not need animation re-targeting (i.e. if you do not share the created animation across multiple characters) and you aim for really precise animations, I highly recommend switching from humanoid to generic. Generic is a 1:1, what you see is what you get animation format.
Please let me know in case you have any follow-up questions.
Best regards,
Peter