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mecanim mirror cycle offset bug?

Discussion in 'Animation' started by theazz, Mar 2, 2016.

  1. theazz

    theazz

    Joined:
    Oct 20, 2013
    Posts:
    60
    Hey guys

    I'm seeing some strange behavoir which seems rare but for some reason not on my current project.

    Basically, with some animations, if I tick the mirror state in an animation controller, the mirror version of the state is having some cycle offset, everytime, in fact it's a cycle offset of exactly 0.5 every time.

    non mirrored version is fine, if i set the cycle offset to 0.5 myself this then returns it to the expected look, anyone else had this?

    thanks
     
  2. theazz

    theazz

    Joined:
    Oct 20, 2013
    Posts:
    60
    bump, I'm still getting this, anyone?
     
  3. theazz

    theazz

    Joined:
    Oct 20, 2013
    Posts:
    60
    buuuuuuuuuuuump? Anyone working for Unity round here? Why would ticking mirrored affect the cycle offset?
     
  4. nqtwilford

    nqtwilford

    Joined:
    Jun 17, 2017
    Posts:
    4
    I have encountered this problem for a long time. And I have no solution.
     
  5. jankovalsky

    jankovalsky

    Joined:
    May 31, 2017
    Posts:
    14
    Can confirm on version 2017.4 LTS. Mirror Parameter need also offset cycle correction of 0.5f. That gave me a lot of headaches.

    @Mecanim-Dev
     
  6. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    yes this is expected.

    when you work with sync motion, mirroring a clip also offset the whole clip to still have synchronized phases across all your clip.

    So when you blend at normalizeTime 0, all your clip will be exactly at the same phases