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Animation Rigging package issue
The Animation Rigging package seemed to work just fine and I could apply a multi-aim constraint to a bone to make it turn towards a target. But the issue is that even when I drag the weight to 0, it still somehow affects the bone since the bone doesn't appear to go back to the currently playing animation rotation, but is instead just resetting to the original T-pose rotation. What I want to happen is that the bone rotation should return to use the rotation from the animation that's currently playing when the weight is 0, and not ignore it as if there is no animation playing.
So basically, when weight is full the multi-aim constraint works as intended, but when weight is 0 it doesn't return to use the animator's rotation, instead use some kind of default rotation. Don't know if there is something I've missed so any help is appreciated! Thank you for your time!
Edit: Seems to be an issue with Humanoid characters in combination with Animation Rigging. Generic characters works as intended.