I’ve been trying to find a way to get a bone on one of my models to ignore an animation and move based on a Vector3.Lerp method I’m using. How do I do this?
You can use Mecanim layer avatar masks to disable layer control over certain bones, but as it is not designed for your particular use case, I am unsure if this would help in disabling Mecanim control over the bone entirely.
If not, or if your animation is not avatar based, I would just override the bone transformation from script in LateUpdate.
How exactly would I go about overriding the bone? Every time I try to translate it in LateUpdate, It gets pulled back every frame.
This might be a case where the quickest and dirtiest solution is the right one: if you rename the bone, the animator won’t be able to find it.
I feel like the biggest idiot right now. Thanks, though. It worked.
thanks guys so much ive been bangin my head on this all week your lifsavers want ed it for a ragdoll combat game that a looter type game but its also my first game so dont be making kingdomsan all that

thanks