hysp
1
Hi,
I’ve been trying and I can’t understand how to programmatically animate bones. The same code seems to work as expected with any other Transform, but not when applied to bones.
Here you can check a short ==> video <=== of my problem: the same code is attached to those 3 objects: the red stick is cube created directly in Unity (it works fine), the green Cone, is a mesh imported from Blender (fine too), and the purple wizard hat is a mesh created in Blender with an armature and bones.
When applying the code to the bone in the hat, it does not behave as I would expect.
[6706-bones.zip|6706] any help would come really in handy, this is driving me crazy!
Thanks a lot!
DaveA
2
I’ve never seen bones scaled. Generally they are just rotated. Sometimes translated. Looks (the video) like your coordinate systems are off by a 90 degree rotation or something? I would consider a) not scaling, b) rotate the top bone to ‘lean’ toward the target or b2) translate the top bone a little in the direction of the target (you may need to add another small bone at the very tip of the hat)
hysp
3
[Sorry for adding this post as an “answer” instead of using the “comment” option, but I want to add some files and links]
Actually I need an accurate movement, not a slight variation. It is going to be part of some kind of “boob-simulation” as you can see in this video:
-----> video here

The goal is to have a couple of capsule-colliders and mimic its rotation in a deformable mesh using bones. I cant achieve it… seems so easy but I can’t make it work.
Source code is attached too:
[6713-boobs.zip|6713]