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Hello Nathanieljla, I've taken a look at the .fbx file (@HIK_TEST.fbx) and discover that hand_l_wep, hand_r_wep, left_item, and right_item bones...
Hi Noek1993, Unfortunately, the current version of the animation rigging packages doesn't contain a "Rotation Limit" constraint... If you have...
Hi dpoputznik, are you, by any chance, using a Two Bone IK constraint on the Leg somewhere in your Rig Setup? At first glance, looking at the leg...
Hello, I think the Advanced Animation Rigging Blog Post would provide all the insight needed to address the use case you're describing... Please...
Hello, If my understanding is correct you want to create some sorts of a "selection sets" or "group of bones" by leveraging the Bones renderer...
Hi winxalex, It's probably related to the parent space orientation of your override source object...does it shares the same parent (from the...
Yes it should work! :)
I can surely think about a lot of possibility and workflows that this new feature will open for animators... Props management by a character is...
Hello Syscrusher, Your observations are accurate. The reason we need to use GO (Zero & Activate) has "alternative pivots" in this video is...
Hello, Thank you for reporting this issue.There's definitively a need for this option to be available on the animation track UI. I will make...