Bones that are both detached and animated and not part of the standard humanoid rig appears to be moved to their parents position during run-time. Also their rotations and scales are way off, so I’ve got three times enlarged eyelids blinking out the back of the neck.
I’m using a humanoid rig and importing .fbx animations. the animations are working apparently correct but with position, rotation, and scale way off it really doesn’t look good.
I’m using animation layers, but i get the same problem with detached, animated bones in the walk/run animation where all the other bones are correctly placed,scaled,rotated and animated. The thighs works well even though they are animated and detached, but they are part of the standard humanoid rig.
I’ve tried changing a lot of settings, but I can’t find anything that makes a difference.