Hello, I am currently animating an archer. The archer is using generic animations and has "Optimize Game Objects" enabled in the importer, the Hands are exposed though, so I can add weapons.
When I add a bow as a child of the hand, that is also rigged, and then try to animate the character in UMotion, including the bow, the bows skinned object (not the container/parent) somehow is now located at the root of the character instead of the hand, hierachy and position wise. If the character is not optimized, it works and the bow stays in the hand.
This isn't a huge problem, but I still have to disable optimization every time I animate, which is not the best workflow.
Maybe a reason could be that both, the character and bows first child is called "Armature"?
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