So, I am developing a Third Person Shooter using Animation Rigging which the character must grab the weapon and aim according the camera center. I followed video tutorials of aiming with animation rigging, but on my first step, which is setting the right hand on the weapon, is returning me a flying character on runtime.
On inspector there is no change on position.y in any object. but as you can see in the screenshot, I have my character in a different position on Y.
No matter the type of the rig I set up or the hierarchy of the source object target, I get this result on runtime.
Some settings:
- “Banana Man” has Animator and Rig Builder with “RigLayer_HandIK” added as Rig Layer
- “Armature” is the skeleton of the character
- “Weapon” is a child of “Banana Man” and don’t have components
- “RigLayers” don’t have components
- “RigLayer_HandIK” has component Rig
- “Right Hand IK” has Two Bone Constraint
- I don’t have any collider inside “Weapon”, just mesh filters and mesh renderers
I don’t have any GameObjects with same name inside “Banana Man”.
Without setting “Weapon” as source target on Two Bone IK Constraint, my character act normal. I tried with an empty animation, but I have the same result.
Could someone explain what I am doing wrong?