Hi,
I have encountered a strange problem when using the Animation Rigging package. At the moment of character’s fall I would like to disable the Animator and all active layers in RigBuilder and then activate ragdoll (colliders, rigidbody).
After performing these actions, one of the bones is moved to a strange place.
The problem does not occur if I first turn on the active layer in RigBuilder and then the animator, however it causes the bone to reset to the default position. How can I solve this problem, the easiest way?
Hi,
Difficult to say what goes wrong here without looking at your setup.
Disabling the Animator should suffice to also disable Animation Rigging, so you shouldn’t need to also disable layers. Is it possible you’re disabling the Animation Rigging layers first (thus disabling constraints) and then the Animator?
How do you actually disable a rig layer?
I Would like to know it too. Have you figured it out?
In the RigBuilder interface, you can easily uncheck the layer to disable it.

Or in code, by doing something like so
var rigBuilder = myGameObject.GetComponent<RigBuilder>();
rigBuilder.layers[0].active = false;
This will not remove the rig layer from the PlayableGraph at runtime however. Instead, this will behave the same as if you would have set the weight of either the rig or the constraint to zero.
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It does not work! And Animator can not be disabled when using animation rigging.
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Gran, Gran ayuda, gracias