In this article I will show you the rig I created in Blender 2.73 with IK constraints for character animation. The rig is designed in a way that you can export it to Unity to use for humanoid characters and mecanim.

The rig in Blender

Here you can see the full rig in T-Pose mapped to a humanoid character, a streetcop we got from the company Dexsoft but youcanuse any ther humanoid mesh. We just took the mesh and set it as parent to our rig with automatic weights:

Blender human rig in T-Pose

Blender human rig in T-Pose

The rig is very basic but has some nice features with IK (inverse kinematics) for arms, fingers, legs and feet to simplify animation. For example you can grab the hand shape and use it with IK:

IK for arms

IK for arms

Also the fingers can be rolled in and out by rotating the first (inner) finger-bone:

Finger rotation constraint

Finger rotation constraint

The legs can be used with IK too:

IK for legs

IK for legs

But the best thing when you are using Unity as a gameengine is, that you can export the rig for humanoid characters in Unity like that:

export fbx for Unity in Blender

export fbx for Unity in Blender

You are exporting the rig, but not the Non-Deform bones like the hand- or foot controllers.

Import to Unity

Unity 3d (we are using 4.6) has a built in fbx importer. When the character is imported you can configure the rig:

Configure humanoidrig in Unity

Configure humanoid rig in Unity

And you see the mapped bones in the scene-view:

Configure the rig in Unity

Configure the rig in Unity

Press the Done-button and you can use the model with mecanim in Unity.

I attached the Blend-file that contains the rig that you can use for every human-like mesh. Download the Blend-file with the rig here.

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