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Question by v-houbraken · Jun 12, 2017 at 12:18 PM · quaternionmecanimavatartranslationrotations

Animating a mecanim avatar through code with Quaternions.

So i know we can read out mecanim animators avatar pose, so we can manually tinker with muscles to control any skeleton/model as mecanim intended.

And with some other methods you can even directly modify bone rotations with mecanim active, but these manual edits are different per model due to messed up rotation in some models, which mecanim otherwise magically fixes for us.

However i am looking for an in between. We have a method to track a real human body, which outputs to quaternion readings for each part of the body.

However, unity has no real way to translate these quaternion rotation to mecanim (That i know of). We have to somehow make them into muscle values to act upon through the muscle system.

Is there no other way to actually pass your overwrite rotations (normalized to unity world space if need be) to mecanim, so mecanim resolves the horrible rotation issues between the different models, but we have full control over the movement? (and not an actual animation clip)

Any help in this would be greatly appreciated.

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