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Transition into empty state. Animator Unity 4.3

Discussion in 'Animation' started by mouurusai, Nov 24, 2013.

  1. mouurusai

    mouurusai

    Joined:
    Dec 2, 2011
    Posts:
    350
    [FIXED IN 4.3.3]
    Hello! I have: generic rig and controller with 2 layers: the aim layer(one state with aiming animation)(1) and the shoot layer (with one separate state, for each weapon and empty state). The aim layer set as override, it contain: state with shooting animation, and state without animation. In 4.2 after the shot (trasition to the state without animation)- hand smoothly returns to the position it was in when aiming, but in 4.3 it tries to return to a position that was skinpose. Does anyone have something similar, any way to fix this?
    Thanks in advance!

    1)For test purposes, actually i have few syncronized layers, one for each type of weapon.
     
    Last edited: Jan 23, 2014
  2. mouurusai

    mouurusai

    Joined:
    Dec 2, 2011
    Posts:
    350
    Anyone?
     
  3. _Elros_

    _Elros_

    Joined:
    Nov 26, 2013
    Posts:
    4
    Hello, I think I have the same problem ...

    I have created a layer to animate the character turns. The turns to the right and left start correctly from an empty state, but during the transition back to this empty state seems that the character tries to return to the T-pose, instead of blending with the lower layers properly.

    Is that your problem too, right?
     
  4. squish007

    squish007

    Joined:
    Jul 1, 2013
    Posts:
    1
    i have this problem too. something changed between 4.2 and 4.3 regarding how unity handles empty animation states, which i used heavily throughout my project to handle events. when moving from an animation state to an empty state, the animation used to just hold on the last frame. now it jumps back to the beginning of the default state, which doesn't make any sense. does anyone have a fix for this?
     
  5. yuewahchan

    yuewahchan

    Joined:
    Jul 2, 2012
    Posts:
    309
  6. raveren

    raveren

    Joined:
    Aug 29, 2012
    Posts:
    14
    Is there any way to work around this? This happens transitioning to AND from an empty state. Has anyone from Unity acknowledged this is an issue?
     
  7. Flavelius

    Flavelius

    Joined:
    Jul 8, 2012
    Posts:
    945
    i would like to see this fixed too..
     
  8. rectalogic

    rectalogic

    Joined:
    Nov 30, 2012
    Posts:
    35
    There was a bug in the issue tracker recently that looked similar (issue 580802), it was marked as "closed by design" and has since been deleted. Google has a cache as of now:

    Google cache of http://issuetracker.unity3d.com/issues/in-macanim-the-empty-state-always-use-the-default-state-of-gameobject
     
  9. Flavelius

    Flavelius

    Joined:
    Jul 8, 2012
    Posts:
    945
    i really! hope this is not intended behaviour (though this post seems like it deals with 2d characters).
    Here's how it looks in my game:
    http://www.youtube.com/watch?v=7gwLUUFl2iI
    Visible, when it transitions into BeginCast and back to Idle. This is ugly (since the last Unity version)!
     
    Last edited: Jan 9, 2014