So usually people want to enable translate animation on humanoid bones; I want the opposite: To have translation animation be ignored (because it gets applied, which I don’t want).
I’m trying to reuse animation on a slightly different proportioned character, which depends on only rotational animation to be applied. I’ve already switched to humanoid avatars with the expectation that those are designed that way (although it would be nice if this was an option for generic rigs as well), but I find that for the jaw joint (one of the optional joints), translation still gets applied! Is there a way to prevent this? Is there a way in general to strip translation animation from a clip? Perhaps a way to use the an asset postprocessor for this?
Any help would be appreciated!
Edit: I’ve used a postprocessor script to strip every curve in every animation clip on import, so all that gets applied is some base pose the animator uses, and it is here that these translations seem to get applied! No idea how to prevent this though…
Edit: Alright, seems the problem was I was borrowing animations from a character that had not been converted to humanoid… Problem solved for humanoid rigs, although ideally I’d like to be able to use generic rigs (those are lighter in terms of performance, right?), but is there any way to have translation animation be ignored on those? Just removing the curves doesn’t cut it; some bindpose information still gets applied.