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Question by Balrond · Oct 23, 2019 at 09:55 AM · movementmecanimroot motionmotion-trackingroot bone

switching between Motion matching and animation files

So i am wondering if there is a solution to my problem. I have a Motion Matching asset with basic movements but i want to be able to launch animation files on demand that will temporary override/disable part of motion matching or fully turn it off.
My early concept was too have both skeletons of Model and MotionMatching(MM) skeleton in character(game object with MM on same level as root folder of model) then create a script that would map movement of motion matching skeleton to Model Root skeleton. This way i could have model root mimic MM . Next step would be to control witch parts of Model skeleton would react too motion matching skeleton and overwrite it parts just like AvatarMask(lets call it AvMM) do. So for example if i want for hand to play some animation file i would use avatarMask for hands and then in this script i would check for all bones of hands and turn mimicking MM off for them.
Script also would have control over turning off/on "Animator" component and MM component giving either of them control of full body if needed ex When i use a animation File with "combo movement" i don't need MM active but would need to turn it back on when animations end and skeleton would return to "start" position that MM can handle knowing i can use those AvMM to control parts i need.

I am wondering if any of you already found some solution too mixing MM with animation files or you opinion about my concept of "puppetController". Hope you can share your ideas and knowledge on this topic.

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