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Retargetting extra bones on a Humanoid rig?

Discussion in 'Animation' started by Wantcha, Aug 30, 2021.

  1. Wantcha

    Wantcha

    Joined:
    Dec 2, 2017
    Posts:
    114
    I have a series of characters, each with a humanoid rig, but with a few extra bones for weapons and attachments. Each of them has the exact same hierarchy and naming convention, except for the base rig names which are different (e.g. John_Armature, James_Armature etc.). Can I seriously not retarget the animations on the extra bones unless I rename the rigs to the same things? It sounds like a huge limitation. Is there no workaround?
     
  2. Jeepjump

    Jeepjump

    Joined:
    Aug 23, 2015
    Posts:
    2
    Hey. I'm not sure if you've solved this or not, but I was having this exact same issue.
    You need to have the custom joints selected in the mask section of your animation on the inspector panel.
    That ought to do it.
    Retarget_01.PNG Retarget_03.PNG