So I’m trying to procedurally generate animation by controlling muscle movement or rotating bones. Of course, i will need to clamp it between the max and min rotation limit defined by humanoid rig.
The thing is when i tried to access that limit by HumanLimit.min/max/axislength all they give me is a bunch of zeros. But then i tried to access the limit using HumanTrait.GetMuscleDefaultMin/Max. It gives me the correct value that i wants.
I wonder what’s the difference between those two method of access limits, and why the first method didn’t work?
Any suggestions would be appreciated!
Thanks in advance.