I have a procedural animation system which currently looks fine except for some animations. For example if I make an animation that has the head bone straight (no rotation) it works perfectly and I can aim right to the center of the screen as intended. If I have an animation that has the head rotated then it breaks as the sight aligns where the head bone/Camera socket is rotated. My first attempt at resolving this was to set the head bone (after the procedural stuff occurs but before the IK gets applied) to have a rotation of 0.0, 90.0, 0.0 so the head was straight, this works however it breaks the animation itself (moves the arms up depending on how far the head needed to be rotated as shown in the images). I’m just curious as to what is causing the arms to move?
I am setting the head bone using the Transform Modify Bone node in component space, only setting the rotation to 0.0, 90.0, 0.0… The IK chain goes from the clavicle down to the hand.
Try setting just the head to Animation Scaled.
See if that stops the rest of the chain from following (mind you, it shouldn’t follow in the first place).
From what you said, I see no reason the whole spine would be forward.
There must be something more to it like an AO being applied or similar.