How do you get IKs when exporting out of Maya?

I have a character that I created in Maya and rigged using the Animation & Rigging Toolkit. But I must have missed something because it doesnt have any IK bones when importing into Unreal.

Could someone tell me the proper workflow to achieve this?

I’m trying to create Foot-Placement for a third person game. I already have it working pretty smoothly on the default robot guy, but he has default IKs in his feet/legs.

I have the same problem … did you find any solution?

Can you not just re-target to the mannequin?
As far as the bones go, they have to be created as part of the armature to export them out.

I can’t do Iks bone re-target, because the other model skeleton don´t have a Iks bones.

If you have toes your skeleton is probably vastly different.
The only solution would be to ■■■ the bones for the IK in manually.

You can get them imported by exporting the mannequin and importing into your 3d program.
Then delete the mesh, access the armature, and get rig of all the bones except the IK (and root which they parent to).
Then you have to merge your work with that and export out.
You can’t have 2 root bones, so remove the root bone after imparting from your rig, should you have one, and merge the 2 armors into 1.

The IK bones don’t necessarily need to be animated, but it would be better if they were.
You can probably use copy transforms to match them to the feet and arms so when you export the animations they are already placed.

Best of luck.