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Request: “GetBoneLocalRotation” - Get the local bone rotation on optimised Mechanim animated character.

Animation

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Mechanim has a new function since 5.2 “SetBoneLocalRotation”
This function works great to set a rotation to a bone directly, sadly there is no way to get the bone current local rotation when using a “Optimize Game Objects” enabled Mechanim transform hierarchy. What we are requesting is a new function to get the local rotation. Something along the lines of “GetBoneLocalRotation” would work well.

The simple solution of exposing the necessary bone transforms and getting their local rotation will not work, because they return the local rotation in comparison to the root gameobject, not the their parent bone due to their Optimised status removing them from the hierarchy and placing them under the root gameobject.

Thank you!

Comments (1)

  1. 5f38f79707a17a09d51c030d8ba417aa?d=mm

    arnoob

    Jan 13, 2018 13:15

    I am also having this issue, when I realized that it was impossible to use official ragdolls or IK when using the built in optimisation (as if the Unity staff didn't even expected the devs to optimize their game!?!).

    While I understand that the purpose of "optimise rig" is to hide a maximum of them while making the exposed bones read only, wouldn't it be possible to define which bones we want to keep "unoptimized"?

    Usually, we only use hips, chest head legs and arms for ragdolls and IK. But all the small details, like fingers or feet toes are never used aside from their animation, while being the biggest hierarchy problem (normal humanoid will have 3x5x2=30 bones for fingers, all at the bottom of the hierarchy!).

    Having for example the ability to say when we optimize a rig that we want X bones to be exposed, and Y bones to STAY UNOPTIMIZED would still permit to optimize more than half of the bones (which in addition are the most demanding one, for nothing) while still being able to use the IK and ragdoll features!

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