I’m not sure — I’ve moved on from the project where I needed this — but I might suggest looking at the Animancer plugin. I use that in most of my projects nowadays, and it does a good job of fixing or working around most of the boneheaded limitations in Unity’s animation system. It performs well, and I also find it substantially easier to use.
Animancer won’t solve this problem out of the box since it uses the same AvatarMasks as the Animator Controller system, but it supports animation jobs which should make it possible to implement. One of the Animation Jobs Samples is a weighted mask mixer which would let you not only mask individual bones but give them individual weights as well. I haven’t tried using it myself, but I’d be happy to work with anyone who has a real use case for it.
Edit: the Weighted Mask Layer system is now included in Animancer.
I can’t believe that we are in 2021 and such a simple thing can not be done in Unity. How can you make a serious production if you can’t have a mask for the face bones only (without having to mask the head too). Does someone from unity read these post? 8 years and still no solutions. Really?
In the meantime I use UMotion Pro to copy blend shapes from one animation to the other but revised scripts is a common thing in the animation chain. replacing one facial motion capture with another revised one should be an easy process. Not rocket science… ![]()
Still wanting this in 2022 ![]()
That is such a pain … we can’t have a humanoid mask that exclude the body and shoulders transform, but that keep the rest of the arms …
The control there is on humanoid mask is very limited. That is such a shame
I need this too…
No one at unity gives a damn.
Or under the radar. Don’t know who we should ping for this.
Though, it strange that no solution exists, I would guess someone at least found a workaround, this looks like a common thing you’d like to have in any game relying heavily on animations and there are a bunch released.
So, another half years has passed, it’s over 9 years since the thread started and no one at unity even said a thing? Wow…
I need this please anyone guide me
It’s 2024 and Unity still hasn’t solved this fundamental problem. Unity can’t claim to be able to do AAA games
Keeping this post alive until Unity got this fixed!
Might be worth asking about in the new animation system thread: Animation Status Update (Q3 2024) Unite Announcement
Yes, even if they don’t add it at start, if they’re serious about the new animation system, and looking at its flexibility we’ll probably have a thing for that.
For those still looking for a solution, Layered Blend Mask might be able to help you. It supports all animation types, whether Humanoid or Generic. And it allows you to add blending layers without limitation and enables you to adjust the blend weight for each animation bone individually.
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Still not implemented in Unity 6. Why can we even see the “Transform” list in the Avatar Mask if it has no effect on a humanoid avatar anyways?
If I’m not mistaken, avatar masks are used both for Humanoid and Generic animations. (I use humanoid). The transform list has indeed no sens in an Humanoid setup.