How do the "Humanoid" and "Transform" properties of an AvatarMask work together?

I’m using Unity 6000.0.25f1, HDRP 17.0.3. I’m setting up AvatarMask assets for my player character, and I’m confused by the inclusion of both the “Humanoid” properties (the clickable human body graphic) and the “Transform” properties (the list of bones imported from the avatar skeleton).

I had assumed that the mask would use one or the other, or that the “Transform” properties would override anything in the “Humanoid” settings. But the results I’m seeing seems to suggest the “Transform” settings are completely ignored.

For example, I have everything “Green” in the Humanoid section:


In the Transform section I have all the child bones of “pelvis” selected, as well as the “pelvis” bone itself:

What I’m expecting to happen is that the “Transform” mask blocks animations in this layer from moving the legs and face of my character. But it doesn’t work like that - all body parts are animated, as if the “Transform” section is being completely ignored.

If I configure the “Humanoid” like this:


It works better, but the face is not masked. If I set all the humanoid body parts to red:

Then animations don’t play at all.

It’s as if the “Transform” section is being completely ignored by the mask.
How do I set this up for granular bone masking? I want to effectively discard what the “Humanoid” properties say and have the mask defined exclusively by the “Transform” properties. Is this possible?

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