Hi. Apologies if this has been asked before but I couldn't find it!
We would like to use animation blending in our humanoid based game, but as we use the head bone scale to turn/flip the characters head, this results in the head 'squashing' during interpolation (i.e. from -1, through 0, up to +1).
In hand made animations we simply remove interpolation to keep the head 'solid'.
Is there a way of excluding certain bones from the runtime animation blending?
Thanks for any help!