Unity Animation Rigging Local and World Position Problem

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I have a problem with changing TwoBone IK target positions. If i move a parent of the constraint targets while previewing as an animation, the moving will work. I didn't see the problem until i run a game During runtime manually moving targets is the only working way. If i move a parent, there won't be any changes in object's mesh. And then i reached a problem

So my main question: How could i make a target's world position response of an TwoBone IK Constraint?

My guesses ended with the fact that mesh responds only on the local position... But then, why at the start it counts world position of a targets?

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