Hi, everyone. I haven’t used Animation Rigging package before and I’d like a tip on how to properly set an animation up
I have an object, which is a part of the rig, and it can be rotated using the game logic, separate from the animation. What I’d like to have is being able to stack an animation on top of it, no matter the object’s rotation
I’ve tried using the Override Transform with space set to Pivot and it’s doing what I’d like, but in a reverse order: applying the animation values, then applying the Source object’s rotation on top of it. I’d like to know if this can be done the other way around, so applying the Source object’s rotation and then applying the animation’s keyframe changes on top
Example:
- I have an animation keyframe with these rotation Euler angles values - x = -50, y = 0, z = -30
So the object I’m animating looks up - Let’s say, I want the animation stack on top of y rotation at 180, so my expected Euler Angles would be x = -50, y = 180, z = -30
- By having a Space = Pivot Override Transform and setting the Source object’s y rotation to 180, I instead get x = 50, y = 180, z = 30
So instead of facing up at a different Y rotation, it’s facing down because the Source object’s rotation has been applied second to the keyframe’s
I’d love to know if there’s an easy workaround or different Constraint type that I can use to fix the issue. Ideally, would love to avoid having complex heirarchies or having to manipulate another object’s world position to have the animation “look” at it
Edit: I’ve found that there’s a dedicated forum for Animation Rigging, please move the question there if possible, cheers