So I have an FBX imported as a humanoid with all of the correct joints assigned.
I made an Avatar Mask for only the upperbody to use (selected the upper body parts of the segmented humanoid image).
I assign this Avatar Mask to an Animator layer that overrides the default layer. The layer with the mask has the weight set to 1 and is set to Override.
The animation on this layer is holding an object above their head, and the default layer has your general locomotion animations. The animations all come from this same FBX file which is imported as a humanoid.
With this mask applied, I’m expecting the result where the locomotion animation should be seen for the legs as the character moves around and the upperbody having the arms raised above the head.
However what I’m seeing is the entire object-holding animation which is overriding the legs so the legs stay straight (like standing the entire time).
I’m using Unity 2020.2.2f1 and honestly feel like this is a bug. This really should be working at this point but it’s just plain not. Is there anything that I could’ve possibly missed?
I have also tried to add this mask to the animation itself in the import settings of the FBX but it doesn’t make a difference.