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.
Were you ever able to solve this? I'm running into the same issue right now.
– BaldolinI'm experiencing the exact same issue... trying to make a custom IK for a non-humanoid rig, and trying to have it such that the character is sometimes controlled entirely by Mecanim animation, and during a few states, would like to override the control of the arms myself in LateUpdate(). What I end up with is a sort of both things happening, where the arms sit in a position affected by the animation (even if I mask those limbs) and also do the IK tracking of the target, so it's kind of a halfway thing :/
– murari