Is there any nice way to have a humanoid character in Mecanim that animates extra non-muscle bones?
A good example of this is a soccer player where in the animation there is a bone that represents the ball so you can do animations of the player doing tricks w/ that ball. The trouble I’m having is after setting the character as a humanoid that bone no longer animates in the animation clips (works fine with Legacy or Generic, but once Mecanim thinks in muscle space that data appears lost). I have keep additional bones enabled.
Well the purpose of additional bones is to keep the data even if its not humanoid related. Are you seeing any warnings/errors in the log?
I’ve used this many times so if there is no warnings/errors there must be something special about that model. How is the ball bone attached to the rest of your skeleton hierarchy?
You may have to submit a bug with the fbx file for us to have a look. There is a menu for that Help|Report a bug. Please make a small sample project with everything set up. So all we need to do to see the error is load scene + press play. Clean bug reports with sample projects are usually fixed much faster than a “X doesn’t work” bug with no repro.