Hi all, my second post here... I promise that soon I will start helping others as those who have helped myself. I have a character model I created in blender. This character model has attached to his hands (via IK constraints) a weapon that is itself an external model (that I imported into the same blender project as my character). I have 3 1-frame animations (aim up, aim down, aim straight) that each work fine in Blender. I've imported my blender character and his animations into unity. The gun model appears properly positioned for one of the animations (the starting aim forward animation). I successfully have the character blend between the aimup, aim down and aim forward animations based on an aimangle float I use in my script (his arms/body move like I expect). However, the gun does not follow the character (it does not appear to be attached to the hand bones in unity like it was in blender), instead it just stays put where it started. Ideally I will have the gun follow the hands the way it does in blender, and I can have multiple weapon aimup/down/out animations that I will create using blender and switch between using blend trees switching based on the gun type my character has equipped. My suspicion is because I'm using unity's free edition, which does not support IK constraints, and that since my gun is attached to my hand bones in blender using IK constraints, will not work properly in blender.