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I heard from one of our devs that it seems possible to solve this issue by writing your own mixer through animation C# jobs. Here is a sample...
Yes, you can easily fix this so the bone renderer doesn't display unwanted transforms as bones. To do this, select the game object with the Bone...
Welcome to the sub forum for Animation Rigging! (Please note, this thread is intentionally locked for comments. To discuss a specific topic...
Hello, I wanted to mention that this assumption is untrue. That section of my GDC presentation was talking about authoring rigs for animators to...
For your rig renaming problems: one thing you could do is transfer motion back to the skeleton, rename it however you want and then transfer it to...
Hi R0man, Thanks very much for your feedback. We will add these to our list of recommended improvements. For rig effectors being able to focus...
I took a look at your project and the Multi-Aim is behaving as expected. Your setup has the Spine_02 bone as the Constrained Object, so in the...
Hi Mxill, I am wondering where the aim target is for this setup. It would be helpful if you could display that with a locator or box effector...
Hi dgoyette, Yes, you are correct when you said that RigBuilder needs to be on the same GameObject as the Animator component. And all rigs should...
Hi Ward_L, I wanted to mention that yes indeed, you can have similar workflows as you referenced above. Here is a link to my new presentation at...
Hi crener, Thanks for letting us know, and I'm sorry to hear you had a hard time getting it working. It is definitely of interest to us to make...
Hi Phi79, The 2019.2 ninja example project shows how to use runtime constraints to add variations to a single animation. This allows for more...
Hi theazz, Yes, this is true that the setup in Animation Rigging uses additional GameObjects as holders for the Rig and Constraint definitions....
Hi theazzz, In response to your question above, these are some of the things that will be possible with the new DOTS Animation architecture. We...
Timeline is supported with Animation Rigging constraints starting with Unity 2019.3.
Hi Ruberta, Thanks for your questions about scale. I can explain a bit more about what's going on here... There are known limitations with how...
Hi radrad07, The runtime constraints in Animation Rigging package will work in a VR application as well as any other runtime Unity build. We have...
Hi Spyjack83, Yes, there is a way to create offsets without overwriting the animation using the OverrideTransform constraint. This was...
Hi Hannibal_Leo, Very cool! This is a great use of the ability to load custom meshes as effector display shapes. I can see how you are getting an...
This is super cool! Really excited to see where you are going with this. It would be great to see any videos or gifs of your constraints in...