Mixing Muscle and Bone Animations with Mecanim

Hey guys,

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.

Thanks.

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.

Thanks for the response.

No warnings/errors I can see - I’ll be happy to send the model in a bug report if you’d like. Here is how the ball is configured:

Hi deekpro,

make sure the ball is above your humanoid hips bone in your skeleton hierarchy. Only bone above the hips or higher in the hierachy are keep.

Why would you use a bone for the ball? Is this some game trick? I wonder how basket ball works.

how make the ball stay above my humanoid hips bone?