Rigging a playable graph

Hello,

I have a custom animator using the Playable API, essentially just selecting between animations (for motion matching).

I set up a playable graph with the clips to perform this, using a runtime animator with a humanoid avatar.
9725119--1390462--upload_2024-3-25_20-9-41.png

Here’s what the graph looks like. (The top row is my graph. The bottom two rows come from a Rig I’m trying to apply).


This however causes the character to collapse into the default pose, then skate away to infinity (But does apply the rig constraints, namely a multi-aim constraint on the head)
9725119--1390468--upload_2024-3-25_20-13-16.png

I tried creating my own RigBuilder that uses Build(graph) instead of Build(), as I suspected the existing playable graph wasn’t being used.

public class MMRigBuilder : RigBuilder
{
    [SerializeField]
    MMController controller;

    void OnEnable()
    {
    
    }

    void Start()
    {
        // Build runtime data.
        if (Application.isPlaying)
            Build(controller.Animator.GetGraph());

        onAddRigBuilder?.Invoke(this);
    }
}

However with this the rig has no effect.

Is it possible to post-process an arbitrary playable graph with Animation Rigging constraints? If yes, what is the proper way to do it?

9725119--1390462--upload_2024-3-25_20-9-41.png

In case others run into this: I decided to avoid the animation rigging package for this purpose, and adapt the animation-jobs examples as that gives me more control over the playable graph