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Zero Out Bones

Discussion in '2D' started by Vilif13d, Aug 21, 2020.

  1. Vilif13d

    Vilif13d

    Joined:
    Aug 19, 2014
    Posts:
    8
    Was directed here from Twitter.

    In typical 3D rigging, when completed with the rig, you can "zero out" the joints so that their start position is always vector3(0,0,0) on rotations. Is there a way to do this in the 2D Animation kit or is there a possibility to implement this in the future?
     
    ichbinliese, sharsein and EvOne like this.
  2. artngoodfeelings

    artngoodfeelings

    Joined:
    Mar 1, 2022
    Posts:
    4
    I came here to ask this exact same question and am sad there's not an answer yet :( Unity REALLY needs a "zero out" feature. It would save animators so much pain when doing our animations in unity
     
    ichbinliese likes this.
  3. ichbinliese

    ichbinliese

    Joined:
    Apr 23, 2023
    Posts:
    2
    There is a workaround for this. Someone might be able to automate this via script.

    - right click on your bone -> create empty, name it offset_bone_1 or similar (this is important! You need to create the empty as a child of your bone, so the empty should have 0/0/0 transforms 0/0/0 rotation and 1/1/1 scale)
    - move your offset empty out of the bone hierachy (it took over the bone transforms now)
    - grab your bone and move it under the offset empty (this substracts transforms from each other)
    - move the offset at the desired place in the rig hierachy (where your bone_1 was before)

    Your Offset is now parent of the bone, while the offset has taken the old transforms of the bone, while the bone has now 0/0/0 transforms 0/0/0 rotation and 1/1/1 scale