To prevent physics constraints from being affected by global movements in your animations, you can adjust the Physics Inheritance
settings in the SkeletonAnimation
component. This allows you to control how physics constraints react to the GameObject's transform movements. Additionally, you can use a transform constraint to manage the order of constraints, ensuring that the physics constraint is applied before any movement constraints. This way, the physics constraint will not see the movement of the parent bone, effectively isolating the physics effects from global movements.
For more detailed control, you can also set the Mix
property of the physics constraint to 0
during specific animations where you want to disable the physics effects temporarily. This approach allows you to maintain the desired physics behavior in static animations while preventing unwanted deformations during movement.