I’m still just learning about animation rigging via unity, but here’s one thing that would seem very useful to me, and I’m wondering whether there is some sort of way to access it/use it.
Many times, I’m working with an imported animation, and I’d “just” like to do a small modification on some bone - for example, lower the hips a bit, to make it a bit more “crouch” like walking animation, etc.
Obviously this is problematic, since moving the hips down will cause everything to move down. If it’s some other bone that is a leaf in the hiearchy, everything works fine, but if not, it seems problematic.
It would be great if I could do this procedurally - say an animation is running, and I decide that I due to some impact, I’d like to lower the hips down and back a little bit, without modifying the foot position - the feet will be at the same positions, if the normal animation kept on running.
1, One option that occurs to me, is to just add a constraint for each child object, and make the constraint use the actual animation position at the given time. This seems like a ton of work, and I’m also not even sure if it’s possible to create a constraint that changes the position of some bone, based on the animation position of this bone. There’s probably hacky solutions like having a complete duplicate of the character that does the animations, and you use an override constraint to set the position of the bones, based from this duplicate.
It would be cool if there was some default solution to this - something that let’s you set the positions of all bones to respect the positions in the animation, but all done via constraints, so that when you lower the hips, only the hips move lower.
2, Bi-directional motion transfer might be what I’m looking for? Technically I’m just talking about one direction here (from FK/animations to IK rig, right?). So essentially this would create an IK/constraint based rig, and convert all the animations into this, is that right? With a constraint based rig and the animations actually using it, changing the hip position lower should just result in a crouch-style walk, is that right?