- Home /
Original hand position when retargeting animations
I want to take animations from one character and put them on another with different skeletal proportions. The animations of holding a rifle. Since the other character is smaller and the rifle is not, the left hand does not land where it should on a rifle. I wonder if there is a solution to this problem already in Unity, such as somehow getting the original target hand positions (as if the animation was played on an original skeleton) so I can feed it to the IK? Or some other way.
Your answer
Follow this Question
Related Questions
Not all joints rotate in Mecanim while they do have animation on them. 0 Answers
Combining partial Mecanim animations (using avatar masks) with ragdoll physics 2 Answers
Useing root motion with native unity animation 0 Answers
How to animate a model that doesn't have arms or legs (just feet and hands) 1 Answer
Error with Rig: Has bone length of zero? 0 Answers