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?