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Nested Rigidbody Joints cause Animator to flicker :O

Discussion in 'Physics' started by crdmrn, Jun 12, 2018.

  1. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    53
    As the title says, that's the question:
    - I have a Rigidbody-based CharacterController, with some nested Joints to have hanging arms using IKs.
    - On the controller GameObject I also have an Animator component with a Locomotion BlendTree and an Idle loop.
    - As long as the Joints are attached to the RigidBody, the Animator transitions flicker, even if the IK weight is set to 0.
    - This happens also if i take the Joints out of the GameObject, while leaving them connected to the Rigidbody.
    - Whitout the Joint the transitions work just fine.

    Any clue where this might come from? Or is that a known issue?