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Overriding 2D bone animations

Discussion in '2D Experimental Preview' started by Zephus, Apr 5, 2021.

  1. Zephus

    Zephus

    Joined:
    May 25, 2015
    Posts:
    361
    Is there any way to ignore the character rig for certain animations? For example, let's say I'm using the rig from the package samples:

    I've animated the pose, and now I want to make her eyes blink (which are on a separate GameObject). So I try to scale them down, but it just doesn't work, as the entire character is solely controlled by the rig.

    How do I animate certain parts of the character separately from the bone animations? I could give you dozens of examples I came across, and I can't find any way to animate what I want once the character has been rigged. Sometimes I just want to animate parts of the character without using the bones, especially for squashing and stretching motions. Is this impossible?
     
  2. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    922


    Hello @Zephus,
    If we look at Fei.psb in the 4 Character example, you can see that we have not associated any bones to the staff. This allows the staff to be rendered in a "normal" fashion without any deformation. You should be able to use this technique to animate the eyes the way you described.
     
    Zephus likes this.