I have a
SkinnedMesh with animations and everything works fine, but now we want the character to be able to track the cursor with his head while performing normal animations. We’ve been able to get the cursor tracking while no animations are playing but can’t figure out how to blend the static quaternion applied to our bone, it just gets overwritten by the animation.
Is there any way to rotate all the animation clip quaternions (performantly?) or blend this static quaternion?
Are we approaching this wrong and there’s another feature we should be using? I’m not super familiar with morph targets but maybe that’s the correct route.