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Hi great tool btw. I had a question related to this one posted awhile ago. Basically we have a generic skel (not humanoid) and want to do the whole head turn look at stuff while animating. Because its no a humanoid skel OnAnimatorIK will not be called. So question is what is the best way to do this then in UMotion (or whatever if you know). We did get this working fine before when we were using Humanoid but had to switch to generic for various reasons. Thanks.

I guess the object of interest can move in-game so you will need a run-time solution for that. In UMotion create the regular jump animation (without head movement).
For the in-game head movement you can use the Animator.SetLookAtPosition() if you're character is of type humanoid. Just pass the position of the object of interest. Here is a tutorial video that I've found: Unity 2017 Mecanim LookAtPosition using OnAnimatorIK() 

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thanks for your support request.

So you want the head to look at something specific during runtime again? In that case just use/write a script that does something similar like Animator.SetLookAtPosition(). The MonoBehaviour::LateUpdate() method is called after the Animator has finished calculating and applying the pose to the character, so every modification you do in LateUpdate() will by applied on top of the current played animation.

If you don't know how to write a look at script yourself, please search the asset store. Afaik there are several look-at assets available.

Please let me know if you have any follow-up questions.

Best regards,
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Thanks I think that will work, had a script before but just was not sure the correct place to update.

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