The documentation on how to use IK functions clearly states that an Animator Controller with at least one animation for the character is required and then Layers pane, IK pass, etc...

However, I cannot have an animator controller due to my using a motion-capture plug-in for Unity (Xsens motion capture). If I add one, it starts off with that animation and then no live streaming of motion data...

I would still like to be able to use some IK functions though. I am not yet clear how they might help me, but basically I wanna apply the motion that, say, animates a character's right hand to another character's left hand, to create the impression that one character is responding to the other by copying his movements in a similar way. Is there any other way of using IK functions? Perhaps somehow in LateUpdate?

I do now know whether this is possible in MecAnim because maybe right and left hands and their bone structures (topology) are different.

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    \$\begingroup\$ Hey , sorry i am a bit confused here. Can you please tell me how is the plugin being used, I checked the site, but was not able to understand. Is it just to capture the motion and then use it later in the project. Or needs the motion capture in real time ?? \$\endgroup\$ – Hash Buoy Nov 12 '15 at 4:58
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    \$\begingroup\$ Hi, I don't know if it will work with your mocap plugin, but I'm able to override an animation by using IK functions (SetIKPositionWeight, etc...) in OnAnimatorIK(). It works really good. Hope this helps \$\endgroup\$ – FLX Nov 20 '15 at 11:42
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    \$\begingroup\$ Oh, ok you don't have an animator. Maybe your plugin has the same function ? \$\endgroup\$ – FLX Nov 20 '15 at 11:43
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    \$\begingroup\$ I checked your thread. Except your plugin related code, it's not so different than my code, except you're not using OnAnimatorIK. I'm not a pro but I think you could try to use it to call your mapMecanimBones() function instead of update (if it's update because i don't see it in your thread) \$\endgroup\$ – FLX Nov 20 '15 at 12:26
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    \$\begingroup\$ It looks like OnAnimatorIK only needs an Animator component, not AnimatorController. I'm currently at work so I can't test until tonight, but i'll come back if I find anything useful \$\endgroup\$ – FLX Nov 20 '15 at 12:45

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