Blender to Unity animation errors

Hello there!
I am a 3D animator that is using CC characters to make animations in Blender, to then import and implement them in Unity games.
However, I have been finding problems again and again with a slew of various little issues.
Mainly the two of them are:

  • Characters have trobules holding items, they either float about or don’t follow the characters correctly.
  • Issues with fine motions, such as having to control manually each finger joint instead of using the controller to open and close them. Or, the elbows and knees not following their targets correctly.

I can provide screenshots or more documentation as to show what these problems are.
However, I would like to ask more clarity and help on how I can get my animations in Unity in a clearer and more streamlined way.

That’s a very open ended question, you’re going to have to narrow it down to how you are doing it.

But at a guess I suspect it’s to do with the differences in IK. iClone, Blender and Unity each calculate it differently. But Unity in particular introduces significant posture changes to the whole character when IK is enabled.

Also Blender’s IK system allows for a certain amount of stretchiness in the bones to ease limb alignment, which Unity (and iClone) does not do, and could account for the differences.