Unity 4.6 b17
I have a mecanim animation (Generic) playing on the model.
I have a script placed on the neck bone as I wish, occasionally to take over control of the head.
In the LateUpdate() of the script I set as a test
transform.eulerAngles = new Vector3(00,180,0);
what i would expect in this case is the head angle to be rock steady in world-space, however the rest of the animated parts moved…
what actually happens is that the code affects the head but it still wobbles about and rotates slightly here and there - affected by the animation.
When the animation is turned off it behaves perfectly.
all the answers I’ve searched seem to suggest that LateUpdate is the answer but it’s just not working for me… Anybody got a clue for me?
Animate Physics is not turned on…
thanks a bunch.