Added rotation AFTER the rotation from animation clip ( rewarding 400 points to whoever solves this)

Hey :slight_smile:

How can I add my rotation to any bone of the rig? For example, twist the spine1 by 45 degrees (or any other amount) after I press “R” key.

This has to be done as an additive rotation, applied after the animation clip that’s currently playing.

Thank you very much!

Update() is called before animation changes, but LateUpdate() is called after. So if you want to override any animations you should just put them in LateUpdate(). Something like this:

void LateUpdate() {
		// Find the bone to adjust
		Transform head = transform.Find("Armature/Hips/Spine/_Spine1/_Spine2/Neck/Head");

		// Target is the main camera
		Vector3 targetPos = GameObject.Find("Main Camera").transform.position;

		// If the player presses "R"
		if(Input.GetKey(KeyCode.R){

			// Set the head rotation to look at the camera
			head.rotation = Quaternion.LookRotation(targetPos - head.position);
		}
	}