Hi I am trying to use both PuppetMaster and Final IK on an enemy character for melee combat which if the force is below a certain threshold, I will use the hit reaction script which works with the FullBodyBipedIK script, otherwise I will set the PuppetMaster to a unpinned state and let it fall
Right now, the head and the arms would "explode" from the arms when hit due to the PuppetMaster's RemoveMuscleRecursive function. However the mesh/bones of the character's head and arms does not get separated from the main body even though the colliders from the Puppetmaster parent gameobject is disconnected.
Not sure if I am doing something wrong or is the Final IK keeping the bones/mesh of the head and arms of the character in its current position.
It would be great if you can show me some insight on how should I create a enemy that uses both Final IK and PuppetMaster and I can still remove the muscle from the Puppetmaster normally.