Hi,
So I have a set of generic animations. They are humanoid but set to generic because the root motion transitions don’t behave correctly with how they are retargeted.
I have an avatar mask that ticks every bone in the upper body including the shoulder bones. I also have two layers, a standard base layer and an upper body layer that uses the mask.
However, in my pistol aiming animation the shoulders move about like they do in the base run animation, but they are definitely checked in the avatar mask, which has an override weight of 1.
When the animations were set to humanoid, this was not a problem and the shoulders stayed still. Also, for some reason the run->idle animation doesn’t play properly when I am in the aiming state (instead of empty) in the upper body layer. The transition starts with the character’s legs idle like they are in the aim animation and transitions into the stop animation.
If I apply a lower body mask (so the inverse of all the bones in the upper body mask) to the base layer it corrects the issue but then the character’s upper body is just T-posing when not aiming.
How can I stop the shoulder’s from moving and fix the transition issue?