- Home /
Mecanim Bone structure
I was wondering if it was possible to yield the benefits of the human rig features in mecanim even if I were to add more bones to my character model (assuming the required body rig structure is still in place) such as a face rig to control facial expressions. If so, how would I go about utilizing it?
Answer by TonyLi · Aug 21, 2013 at 08:04 PM
Just like it says in the documentation, click on Keep Additional Bones when importing the rig.
In my projects, I use the legacy animation system to control the models' non-Mecanim face bones. Leave the Mecanim bones for Mecanim to control.
how do you go about blending the two animation systems? wouldnt mecanim cause overrides on the legacy animation?
Ive never tried this but I would be tempted to inject the legacy animation in to the OnAnimator callbacks or in LateUpdate (which should be kept $$anonymous$$imal).
Your answer

Follow this Question
Related Questions
How to combine mecanim and script based bone movement/animations? 2 Answers
Configuring Avatar 1 Answer
Mecanim Humanoid without connecting bones 0 Answers
Mecanim Animation Re-targeting [Involving Extra Bones] 0 Answers
Rigs, performace, optimize game object, expose extra transforms. Questions, questions, questions... 0 Answers