πΈDynamic Bones
In this section you will learn about Dynamic Bones.
Dynamic Bone is a bone or a Game Object that allows animating bones in a different space. To make a Dynamic Bone, add the Dynamic Bone component:

Target: This bone will be the animation source.
Update Mode: Whether to affect this bone by animations.
Apply Blending: Whether to include this bone in blending.
How to use it
Dynamic Bones are quite useful when we want to take one bone's animated transform and move it to a different space.
For example, let's say we have a weapon bone, which is not parented to the right hand. To fix this, we can create a Dynamic Bone that will be parented to the right hand, targeting the gun bone:

This Dynamic Bone will be animated just as ik_hand_gun, but as if it were parented to the right hand. As a result, our weapon will be positioned correctly at all times.
Another example is left-hand IK. Instead of using a transform to attach the left hand, we can create a Dynamic Bone and parent it to the right hand:

This will make the Dynamic Bone take the left-hand transform, but still be parented to the right hand, just as if it were attached to it!
How update modes work
This property defines when the Dynamic Bone will be updated:
Default: after the "Overlay Animation Slot" in the Playable Graph.
Preserve Overlay: after the "Overlay Pose" and before the "Overlay Animation Slot".
In most cases, the update mode should be set to "Default", unless there is a need always to keep the original pose.
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