Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Unity 5.2 blend trees appear to be broken...

Discussion in 'Animation' started by WendelinReich, Sep 10, 2015.

  1. WendelinReich

    WendelinReich

    Joined:
    Dec 22, 2011
    Posts:
    228
    Hi all, anyone else getting weird stuff with Mecanim in 5.2?

    I'm using several 2D (Cartesian) blend trees with non-looping animation clips of different length. Up until 5.1, Unity handled this as it should, i.e. by (I'm guessing) normalizing the lengths of the various clips so that they all start and end in sync. That appears to be broken in 5.2. In the game and even in the blend tree preview window, I can see that blending gets confused and the animations arent in sync.

    For me that breaks the entire animation system - I just re-installed 5.1.3p2, and verified that it works as it should, and it does.

    BTW there is another weird thing with the animation preview window in 5.2: whenever I start Unity and preview an animation clip from my FBX (which includes animation data but no mesh), Unity shows the "dude" mesh from the Sample Assets (which is extra weird as my character uses a generic rig, its a dog not a dude :) ).

    /Wendelin
     
  2. Wheresmind

    Wheresmind

    Joined:
    Oct 31, 2013
    Posts:
    5
    I have also been having issues since upgrading to 5.2, from 5.1. My blend trees, that use generic looping animations, have glitches.
     
  3. HarryCodder

    HarryCodder

    Joined:
    Feb 20, 2015
    Posts:
    82
    I don"t know if the cause is the same, but a blend tree that worked fine in 5.1.3 just does not anymore in 5.2.
    It's a pretty simple one, 1D parameter that goes from a standing idle animation to a walking animation.

    When the parameter goes from 0 (idle) to 1 (walking), the character rotates on it's Y axis, and not even linearly, it rotates one way up until around 0.8 and then quickly goes the other way, causing a very visible "jump" in the transition and starts rotating the other way up to normal position.

    I don't get where the rotation even comes from, the character is animated in generic mode, both animations do not rotate and the root does not even move. Changing the "bake into pose" settings, removing the root, etc... does not change anything.

    The problem does not appear on other transitions (with animation of different length so that does not seem to be the problem) so it's really hard to guess what could cause this.
     
  4. David-Flook

    David-Flook

    Joined:
    Nov 13, 2013
    Posts:
    47