animator.GetBoneTransform fails with UMA2 avatars

Hello all,
I’m quite a beginner and I’m trying to use a script for IK purposes on a UMA2 avatar, but the animator GetBoneTransform fails.

void Start()
{

Debug.Log(“IK TEST Started”);
animator = GetComponent();

LeftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
RightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);

LFootRot = LeftFoot.rotation;
RFootRot = RightFoot.rotation;

}

I verified that the armature mapping is ok inside the T-Pose (created withe the UMA T extractor) present in the raceData.
The same code works properly if i don’t use the dynamic UMAdynamicAvatar.
Is it necessary use a special component in place of the normal animator? or any special structure is required?

1 Like

I solved the issue alone randomly. The animator must be created by the Uma bone generator or at least must be created a static armature instance. Seems that the animator isn’t able to see the dynamic armature automatically.
My question should be another one at this time…
Is it available a serious documentation about the UMA framework?