I would like to, as part of my humanoid animations, sometimes create and 'animate' the position of an invisible game object.
I am working right now on an animation, where my character jumps up, hangs for a moment, and hoists himself to his feet on a ledge about 3 meters up. I would like to have two freely movable, pinnable game objects to track through the animation where the static 'ledge' edge is, and also the current general position of the hands. However, I am having trouble accomplishing this.
The 'Target1'/'Target2' transforms of the GameObjects will be referenced inside a C# script, which will update the player's physical location frame-by-frame as the animation unfolds.
When I add two game objects, named 'Target1' and 'Target2' to my character's 'root' transform, UMotion tells me that I am not allowed to 'animate' a game object unless it has a humanoid-bone parent.
I tried adding 'Target1' and 'Target2' with 'hips' as the parent. Although I can now animate the position of the game objects, there is no way for me to 'pin' the targets; they inherit the motion of the hips, and they move and rotate along with them.
I tried adding multiple parents to the 'Target1' and 'Target2' points - pretending that they have 'legs'. I added thigh, knee, and calf game objects for both Targets, and set up a 'Custom IK' for both. This was the closest I have come so far to a working solution. However, there are limitations to this setup - for instance, the distance the game objects can successfully be pinned is limited by these imaginary legs. Furthermore, I'm just not really a fan of this setup.
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