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Nov 19 at 11:14 comment added Jake Reporting back again. I have implemented the IK bones now. My life is much happier now.
Jul 26 at 6:29 comment added Jake Just to report back, given the complexity of managing this method, I decided to just animate without the IK bones.
Jul 26 at 6:28 vote accept Jake
Jul 17 at 8:59 comment added Jake Thanks for the suggestions. I bought models without animations from asset store, then downloaded the animations from mixamo, and started to edit from there. So these are the limitations I had to work with.
Jul 17 at 8:35 comment added josh sanfelici This is the way classic rigs work, and there isn't an easy way to tell an IK chain to copy an FK chain. A better solution would have been if you prepared an IK/FK rig in advance, and then perform the IK animations. Consider also that after creating all exportable animations, you can assign all of them to a single Export rig in the NLA, so to export a single FBX with all animations.
Jul 17 at 8:28 comment added Jake If I understand correctly, DEF_rig is the proxy for export. It copies the individual bone transforms from each FK and IK rigs, and provides an FK_IK slider to toggle between the two for export 2 sets of FBX? It's not exactly what I hoped for, I would prefer if there is a way to take the rest pose, and the existing FK pose, then calculate the transform needed for the IK bones to deform the rest pose into the FK pose, then apply the transform to the IK bones. I am a super beginner, I will still try your method as a learning experience. Thanks.
Jul 17 at 7:59 history edited josh sanfelici CC BY-SA 4.0
added 77 characters in body
Jul 17 at 7:51 history answered josh sanfelici CC BY-SA 4.0