Animations stop working?

So I’m making a small 3rd person shooter as a side project, I finally got it so multiple animations can be played at once. So I moved on to aiming, awhile ago I found that the only way to get a bone to rotate right with like a mouse look script was to make the bone a child of an empty gameobject at it’s position. now that works great but as soon as I added it, the upper body animations stopped working, I think it was because there was now a empty gameobject seperating the bone from the rest of the armature, but can anyone tell me if that’s the case? is there a fix? Thanks.

No one has run into this problem? Is this the wrong forum to post in? Should it be in scripting for some strange reason or something? (I’m sorry it’s just that I really want to keep working on my game but I can’t while this problem is still happening).

Did you parent the empty gameobject to whatever the bone was parented to?

Yes.

I add in one of those locator gameobjects for each bone in my character, and I’ve never had that problem.

Perhaps the animations got un-linked somehow or some code was introduced that removes the animation component?
Renaming bones will also interfere with animation.

Did you insert empty bone in the middle of the skeleton hierarchy (somewhere in spine)? then yes, it is expected that upperbody animation do not work anymore.

If I was doing aiming I wouldn’t use any extra bnes/gameObjects - just apply aiming in lateUpdate.

Yes lateUpdate should work but the problem is is that the bones are all messed up and the only way to get them to rotate right with an aiming script is to add an empty gameobject that’s rotated right. If you have a better idea I’m all ears.

EDIT: Yes it was inserted into the middle of the hierarchy, I have an idea though.